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View Full Version : Get normal vector with correct rotation?


PetrZ
07-01-2008, 12:40 PM
I just stuck on a little problem. I know complicated workaround, but I'm trying to get the fastest one.

I have vertex (edge) and I need correct vertex (edge) normal, I try Geometry0D.Normal, sum up all polygon node normals and then normalize the result and I even try getting all Geometry1D normals of neighbour edges and it works nice until I rotate my object, then all this vectors are no more aligned to object.

Is there some other way then manualy compute all corss products from border edges of neigbour's polygons?

PetrZ
07-01-2008, 12:42 PM
Solved, I just found MapObjectOrientationToWorldSpace, my shame