3D矩形面减运算:如何计算生成的8个面的顶点?
3D矩形面减运算的高效通用解法需求
给定两个3D矩形面ABCD(主面)与WXYZ(子面),执行面减运算后需生成8个新面,目标是计算这些新面的顶点坐标。
已尝试的思路
- 向量求交法:逻辑可行,但计算量过大,效率不足
- 三角形/矩形相似性几何思路:难以找到通用落地方式,推进受阻
C#代码尝试(非最终方案)
代码说明:
Face实体包含6个索引,其中4个为唯一顶点索引,通过6个索引构成的双三角形网格表示四边形面- 代码可能存在计算错误,欢迎指正
using System.Collections.Generic; using UnityEngine; public class Face { public int[] indices; // 6 indices for two triangles (quad face) public Vector3[] vertices; // 4 unique vertices public Face(int[] indices, Vector3[] vertices) { this.indices = indices; this.vertices = vertices; } } public class FaceSubtraction { public List<Face> SubtractFaces(Face mainFace, Face subFace) { List<Face> resultFaces = new List<Face>(); // TODO: Implement the face subtraction logic here // Current attempt uses vector intersection but has performance issues // and possible calculation errors // Example placeholder logic (not functional) foreach (Vector3 v in mainFace.vertices) { if (!IsPointInsideSubFace(v, subFace)) { // Create new faces based on intersection points and remaining vertices // This is a simplified placeholder } } return resultFaces; } private bool IsPointInsideSubFace(Vector3 point, Face subFace) { // TODO: Implement point-in-polygon check for 3D plane // Current implementation may have errors Vector3 planeNormal = Vector3.Cross(subFace.vertices[1] - subFace.vertices[0], subFace.vertices[2] - subFace.vertices[0]).normalized; float dot = Vector3.Dot(point - subFace.vertices[0], planeNormal); if (Mathf.Abs(dot) > 0.001f) return false; // Point not on the plane // Project to 2D and check point in polygon Vector3 axis1 = subFace.vertices[1] - subFace.vertices[0]; Vector3 axis2 = subFace.vertices[3] - subFace.vertices[0]; Vector3 localPoint = point - subFace.vertices[0]; float u = Vector3.Dot(localPoint, axis1) / axis1.sqrMagnitude; float v = Vector3.Dot(localPoint, axis2) / axis2.sqrMagnitude; return u >= 0 && u <= 1 && v >= 0 && v <= 1; } }
内容的提问来源于stack exchange,提问作者Ragnarok Fate
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