Any reliable polygon normal calculation code?

Posted by Jenko on Game Development See other posts from Game Development or by Jenko
Published on 2011-02-03T15:29:08Z Indexed on 2011/02/03 15:34 UTC
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I'm currently calculating the normal vector of a polygon using this code, but for some faces here and there it calculates a wrong normal. I don't really know what's going on or where it fails but its not reliable.

Do you have any polygon normal calculation that's tested and found to be reliable?

    // calculate normal of a polygon using all points
    var n:int = points.length;          
    var x:Number = 0;
    var y:Number = 0;
    var z:Number = 0

    // ensure all points above 0
    var minx:Number = 0, miny:Number = 0, minz:Number = 0;
    for (var p:int = 0, pl:int = points.length; p < pl; p++) {
        var po:_Point3D = points[p] = points[p].clone();
        if (po.x < minx) {  minx = po.x;     }
        if (po.y < miny) {  miny = po.y;     }
        if (po.z < minz) {  minz = po.z;     }
    }
    for (p = 0; p < pl; p++) {
        po = points[p];
        po.x -= minx;
        po.y -= miny;
        po.z -= minz;
    }

    var cur:int = 1, prev:int = 0, next:int = 2;
    for (var i:int = 1; i <= n; i++) {

        // using Newell method
        x += points[cur].y * (points[next].z - points[prev].z);
        y += points[cur].z * (points[next].x - points[prev].x);
        z += points[cur].x * (points[next].y - points[prev].y);
        cur = (cur+1) % n;
        next = (next+1) % n;
        prev = (prev+1) % n;
    }

    // length of the normal
    var length:Number = Math.sqrt(x * x + y * y + z * z);

    // turn large values into a unit vector
    if (length != 0){
        x = x / length;
        y = y / length;
        z = z / length;
    }else {
        throw new Error("Cannot calculate normal since triangle has an area of 0");
    }

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