could someone check my function

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2 comments, last by chris82 23 years, 9 months ago
vertf* normal(vertex* st1,vertex* st2,vertex* st3) { float len; numb1.x=(float)atof(&(st1->vx[0]));numb1.y=(float)atof(&(st1->vy[0]));numb1.z=(float)atof(&(st1->vz[0])); numb2.x=(float)atof(&(st2->vx[0]));numb2.y=(float)atof(&(st2->vy[0]));numb2.z=(float)atof(&(st2->vz[0])); numb3.x=(float)atof(&(st3->vx[0]));numb3.y=(float)atof(&(st3->vy[0]));numb3.z=(float)atof(&(st3->vz[0])); v1.x=numb1.x - numb2.x; v1.y=numb1.y - numb2.y; v1.z=numb1.z - numb2.z; v2.x=numb3.x - numb2.x; v2.y=numb3.y - numb2.y; v2.z=numb3.z - numb2.z; //cross product norm.x=(v1.y*v2.z)-(v2.y*v1.z); norm.y=(v1.z*v2.x)-(v2.z*v1.x); norm.z=(v1.x*v2.y)-(v2.x*v1.y); //normalizziamo!!!!!!!!!!! len=(float)sqrt(potenzaf(norm.x,2)+potenzaf(norm.y,2)+potenzaf(norm.z,2)); if (len==0.0f)len=1.0f; norm.x/=len; norm.y/=len; norm.z/=len; return (&norm); } this function is passed 3 struct : struct vertex { char vx[15],vy[15],vz[15];} and then result a pointer to: struct vertf { float x,y,z;}numb1,numb2,numb3,v1,v2,norm; but it seem don''t works properly because when i try to display the result some polygon are invisible ,so i think the normal aren''t calculated well!
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mate this is horrendous im not surprised youve got errors , gotta make it easy on yourself by writing clean code

the cross product looks wrong

{
v[0] = p.v[1] * q.v[2] - p.v[2] * q.v[1];
v[1] = p.v[2] * q.v[0] - p.v[0] * q.v[2];
v[2] = p.v[0] * q.v[1] - p.v[1] * q.v[0];
}

try breaking the whole thing into smaller pieces. and why are your vertex stored as text?
sorry but your cross product is exactly the same of the mine,
and the vertex are in text format because i''m calculating the normal of a model in a .off file format which is a text file format.
youre right sorry about that it is the same. though you should have various maths classes in your project eg taken from kong
http://members.xoom.com/myBollux/home.html

this works out a normal

VECTOR p = newWall->points[1].vertex - newWall->points[0].vertex;
VECTOR q = newWall->points[2].vertex - newWall->points[0].vertex;
VECTOR ans;
ans.Cross(p,q);
ans.Normalize();

u could even simplify further by going someit like

VECTOR norm = giveme_the_normal(vert1, vert2, vert3);

are u getting the right values when u convert the chars to floats
from here numb1.x=(...

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