Calculating Normals in C++
Calculating Triangle Normals and Vertex Normals for Triangle Meshes
1. Triangle Normals
We'll calculate the normal of a triangle using the cross product of two edge vectors, just like in the JavaScript version.
1.1. C++ Code for Triangle Normals
2. Vertex Normals
For vertex normals, we will:
Iterate through each triangle in the mesh.
Calculate the normal of each triangle.
Add the triangle normal to the corresponding vertex normals.
Normalize the accumulated vertex normals.
2.1. C++ Code for Vertex Normals
3. Explanation of the Code
Vec3 Class: This structure represents a 3D vector and has methods for vector operations such as subtraction, cross product, normalization, and addition.
calculateTriangleNormal: This function computes the normal of a triangle by first creating two edge vectors from the triangle’s vertices, performing the cross product, and normalizing the result.
calculateVertexNormals: This function computes the vertex normals by iterating over all the triangles, calculating the normal for each triangle, and adding the normal to the corresponding vertex normals. After all normals are accumulated, they are normalized.
4. Conclusion
This C++ tutorial demonstrates how to calculate triangle normals and vertex normals for a 3D mesh:
Triangle Normals: Calculated by taking the cross product of two edge vectors.
Vertex Normals: Calculated by averaging the triangle normals for all triangles that share the vertex.
These normals are essential for proper lighting and shading in 3D rendering. Once you have the normals, you can use them in lighting models, such as Phong shading or Blinn-Phong shading, to achieve realistic rendering effects.
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