Author Topic: Calculating Normals  (Read 2962 times)

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Charles Pegge

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Calculating Normals
« on: March 04, 2014, 01:23:25 PM »

A surface normal is a vector which is perpendicular to a surface. Amongst other things, normals are used in 3d Graphics to determine how much light illuminates any given surface with a directional light source.

Here is a visualisation of Normals, using white lines:



To calculate a normal, The surface fragment must be defined by a triangle of 3 points (going anticlockwise looking down on the surface).

From inc/OpenglSceneFram.inc
Code: [Select]
  type vector float x,y,z

  macro VectorDiff(pr,pt,pd)
  ==========================
  pr.x=pt.x-pd.x
  pr.y=pt.y-pd.y
  pr.z=pt.z-pd.z
  end macro

  sub SurfaceNormal(vector *n,*p1,*p2,*p3)
  ========================================
  'assumes triangle points are defined anticlockwise
  vector u,v
  VectorDiff(u,p1,p2)
  VectorDiff(v,p1,p3)
  n.x=(u.y*v.z)-(u.z*v.y)
  n.y=(u.z*v.x)-(u.x*v.z)
  n.z=(u.x*v.y)-(u.y*v.x)
  end sub