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在看到“如果该值为负,由左手法则判断可得到3个顶点的顺序是顺时针方向”这里就没有看懂。这里的左手法则是怎么摆弄的,怎么就是顺时针了?人眼方向这个条件是怎么用的?图因为没有旁注,我也没有看懂。希望能得到解答。
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人眼方向的条件就是用来判断是顺时针还是逆时针的。你应用左手法则后,如果结果值的z值为负,说明叉积结果是指向z轴负方向的,如图4.52所示的情况,此时从人眼看过去就是顺时针的排列。图4.52画的就是顺时针的情况,其实逆时针的话他们之间不是图示这种关系,会是类似交换了p1和p2之后的样子,只有这样它们的叉积结果才会为正,而此时从人眼看过去就是逆时针了。
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想了有一会,再查了下资料,终于弄懂了。 附上我看到的资料,方便也不清楚这个题目的人参考参考: [Unity游戏开发]向量在游戏开发中的应用(一): http://blog.csdn.net/wenxin2011/article/details/50810102 [Unity游戏开发]向量在游戏开发中的应用(二): http://blog.csdn.net/wenxin2011/article/details/50972976 [Unity游戏开发]向量在游戏开发中的应用(三): http://blog.csdn.net/wenxin2011/article/details/51088236
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在看到“如果该值为负,由左手法则判断可得到3个顶点的顺序是顺时针方向”这里就没有看懂。这里的左手法则是怎么摆弄的,怎么就是顺时针了?人眼方向这个条件是怎么用的?图因为没有旁注,我也没有看懂。希望能得到解答。
The text was updated successfully, but these errors were encountered: