algorithm - 在 3D 空间中反射矢量

标签 algorithm geometry processing computational-geometry

一个矢量在与网格相交时应该被反射。当应用下面的公式来反射(reflect)一个向量时,结果被抵消。我在处理中使用 toxiclibs。 Here the points is before the reflection.

Here after the reflection

  // Get the normal of the face that is intersected.
  ReadonlyVec3D n = isect.normal;
  // calculate the reflected vector b
  // a is the green point in the screenshot
  b = a.sub(n.scale(2 * a.dot(n)));
  b = b.add(b.getNormalized());

编辑:考虑到通过减去交叉点之前的最后一个点来创建方向矢量时,反射仍然关闭。 Reflection after taking into account the normalized direction.

  Vec3D id = b.sub(isect.pos);
  id.normalize();
  b = n.scale(2 * id.dot(n)).sub(id);

最佳答案

我有问题 a while back并找到了一些有用的资源:

这是我当时使用的片段:

import toxi.geom.Vec3D;

Vec3D[] face = new Vec3D[3];
float ai = TWO_PI/3;//angle increment
float r  = 300;//overall radius
float ro = 150;//random offset

Vec3D n;//normal
Ray r1;

void setup() {
  size(500, 500, P3D);
  for (int i = 0 ; i < 3; i++) face[i] = new Vec3D(cos(ai * i) * r + random(ro), random(-50, 50), sin(ai * i) * r + random(ro));
  r1 = new Ray(new Vec3D(-100, -200, -300), new Vec3D(100, 200, 300));
}
void draw() {
  background(255);
  lights();
  translate(width/2, height/2, -500);
  rotateX(map(mouseY, 0, height, -PI, PI));
  rotateY(map(mouseX, 0, width, -PI, PI));
  //draw plane
  beginShape(TRIANGLES);
  for (Vec3D p : face) vertex(p.x, p.y, p.z);
  endShape();
  //normals
  Vec3D c = new Vec3D();//centroid
  for (Vec3D p : face) c.addSelf(p);
  c.scaleSelf(1.0/3.0);
  Vec3D cb = face[2].sub(face[1]);
  Vec3D ab = face[0].sub(face[1]);
  n = cb.cross(ab);//compute normal
  n.normalize();
  line(c.x, c.y, c.z, n.x, n.y, n.z);//draw normal

  pushStyle();
  //http://paulbourke.net/geometry/planeline/
  //line to plane intersection u = N dot ( P3 - P1 ) / N dot (P2 - P1), P = P1 + u (P2-P1), where P1,P2 are on the line and P3 is a point on the plane
  Vec3D P2SubP1 = r1.end.sub(r1.start);
  Vec3D P3SubP1 = face[0].sub(r1.start);
  float u = n.dot(P3SubP1) / n.dot(P2SubP1);
  Vec3D P = r1.start.add(P2SubP1.scaleSelf(u));
  strokeWeight(5);
  point(P.x, P.y, P.z);//point of ray-plane intersection

  //vector reflecting http://www.3dkingdoms.com/weekly/weekly.php?a=2
  //R = 2*(V dot N)*N - V
  //Vnew = -2*(V dot N)*N + V
  //PVector V = PVector.sub(r1.start,r1.end);
  Vec3D V = r1.start.sub(P);
  Vec3D R = n.scaleSelf(2 * (V.dot(n))).sub(V);
  strokeWeight(1);
  stroke(0, 192, 0);
  line(P.x, P.y, P.z, R.x, R.y, R.z);
  stroke(192, 0, 0);
  line(r1.start.x, r1.start.y, r1.start.z, P.x, P.y, P.z);
  stroke(0, 0, 192);
  line(P.x, P.y, P.z, r1.end.x, r1.end.y, r1.end.z);
  popStyle();
}
void keyPressed() {   
  setup();
}//reset
class Ray {
  Vec3D start = new Vec3D(), end = new Vec3D();
  Ray(Vec3D s, Vec3D e) {   
    start = s ; 
    end = e;
  }
}

请注意,这是一个基本的概念证明。 Toxiclibs 可能已经提供了 Ray/Face 类。

Ray Reflection Processing preview

关于algorithm - 在 3D 空间中反射矢量,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/35006037/

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