You are right , I just like to keep things sorted as much as possible . Actually I thought also about Vertex Vectors , but then desired to try this out . v1.normalize x2 IS TYPING MISTAKE :) Why they commented normal?
Thanks For Help On Mon, May 3, 2010 at 5:24 AM, Ken Railey <[email protected]> wrote: > So using the texture coordinates is a bit of an unorthodox approach. I > would take the cross product of two face edges and normalize that. Beyond > that, I am not sure why to are normalizing v1 twice (or even once, just skip > it). Also, that call to new Vector3D() when initializing normVect is > wasted, since it gets overwritten on the next line. > > Also, after a quick glance at svn it seems like the Face class had a normal > at some point that is just commented out. Maybe try using that? > > > http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/core/base/Face.as > > > On Sun, May 2, 2010 at 4:38 PM, Michael Iv <[email protected]> wrote: > >> Hi Guys , I was looking for Normal Face Vector in Lite and found none . I >> tried to write my own . From my check It seems working ... But I would like >> to get a confirmation from Math >> experts here . >> I used the tuvs to create 2 vectors on the Face plane, then did cross >> product . Was that right ? >> >> Here is the code: >> var face:Face=sp.faces[45]; >> var v1:Vector3D=new Vector3D(face.t0,face.u0,face.v0); >> var v2:Vector3D=new Vector3D(face.t1,face.u1,face.v1); >> v1.normalize(); >> v1.normalize(); >> var normVect:Vector3D=new Vector3D(); >> normVect=v1.crossProduct(v2); >> normVect.normalize(); >> >> >> Thanks. >> >> >> -- >> Michael Ivanov ,Programmer >> Neurotech Solutions Ltd. >> Flex|Air |3D|Unity| >> www.neurotechresearch.com >> Tel:054-4962254 >> [email protected] >> [email protected] >> >> > -- Michael Ivanov ,Programmer Neurotech Solutions Ltd. Flex|Air |3D|Unity| www.neurotechresearch.com Tel:054-4962254 [email protected] [email protected]
