Changes between Version 1 and Version 2 of 3DDistancecalc
- Timestamp:
- 03/30/11 11:45:54 (14 years ago)
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3DDistancecalc
v1 v2 172 172 So in our example each slice contains 5 vertex-points. 173 173 174 Then we use the first vertex point together with the 6:th and the “point on plane” to define a perpendicular line (vector actually) to the plane. 174 Then we use the first vertex point together with the 6:th and the “point on plane” to define a perpendicular line (vector actually) to the plane.[[BR]] 175 [[Image(plane1.png)]] 175 176 176 Then we use the 6:th vertex point and the 11 and do the same. 177 Then we use the 6:th vertex point and the 11 and do the same.[[BR]] 178 [[Image(plane2.png)]] 177 179 178 Then the 11 and the 16 and last 16 and the 21. 180 Then the 11 and the 16 [[BR]] 181 [[Image(plane3.png)]] 179 182 180 Depending on if the total number of vertex points is dividable by 4 the outcome will vary.[[BR]] 183 and at last 16 and the 21.[[BR]] 184 [[Image(plane4.png)]] 185 186 187 From those perpendicular vectors we calculate an average normal vector that we use in the surface calculations. 188 189 Depending on if the total number of vertex points is dividable by 4 the outcome will vary. 190 181 191 The idea is to walk the way around in about 4 steps and use the average result. 182 192