计算三维网格的体积
本文关键字:维网格 三维 计算 | 更新日期: 2023-09-27 17:50:36
我累了计算三维物体(立方体,圆柱体…)的体积,有谁可以帮助
这个问题?问题是,如何从他的
计算出物体的体积基于三角形的坐标。我们班的功课做得不好,谁来帮我一下?
改进类?
感谢public class Algorithm
{
private Mesh _mesh { get; set; }
public Algorithm(Mesh mesh)
{
_mesh = mesh;
}
private double SignedVolumeOfTriangle(Vector3 p1, Vector3 p2, Vector3 p3)
{
var v321 = p3.X * p2.Y * p1.Z;
var v231 = p2.X * p3.Y * p1.Z;
var v312 = p3.X * p1.Y * p2.Z;
var v132 = p1.X * p3.Y * p2.Z;
var v213 = p2.X * p1.Y * p3.Z;
var v123 = p1.X * p2.Y * p3.Z;
return (1.0 / 6.0) * (-v321 + v231 + v312 - v132 - v213 + v123);
}
public double VolumeOfMesh()
{
double volume = 0.0;
Vector3[] vertices = _mesh.Vertices;
int[] triangles = _mesh.Triangles;
for (int i = 0; i < _mesh.Triangles.Length; i += 3)
{
Vector3 p1 = vertices[triangles[i + 0]];
Vector3 p2 = vertices[triangles[i + 1]];
Vector3 p3 = vertices[triangles[i + 2]];
volume += SignedVolumeOfTriangle(p1, p2, p3);
}
return Math.Abs(volume);
}
}
public class Mesh
{
public Mesh(Vector3[] _vertices,int[] _triangles)
{
Vertices = _vertices;
Triangles = _triangles;
}
public Vector3[] Vertices { get; set; }
public int[] Triangles { get; set; }
}
public class Vector3
{
public Vector3()
{
}
public Vector3(double x,double y,double z)
{
X = x;
Y = y;
Z = z;
}
public double X { get; set; }
public double Y { get; set; }
public double Z { get; set; }
}
private void button1_Click(object sender, EventArgs e)
{
Vector3[] vers = new Vector3[8] {
new Vector3 {X = 5,Y = 5,Z =5},
new Vector3 {X = 15,Y = 5,Z =5},
new Vector3 {X = 15,Y = 15,Z =5},
new Vector3 {X = 5,Y = 15,Z =5},
new Vector3 {X = 5,Y = 5,Z =15},
new Vector3 {X = 15,Y = 5,Z =15},
new Vector3 {X = 15,Y = 15,Z =15},
new Vector3 {X = 5,Y = 15,Z =15},
};
int[] trs = new int[36] { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7,
1, 6, 2, 1, 5, 6, 0, 4, 7, 0, 7, 3,
0, 1, 5, 0, 5, 4, 3, 2, 6,3, 6, 7 };
Mesh mesh = new Mesh(vers, trs);
Algorithm algo = new Algorithm(mesh);
var vol = algo.VolumeOfMesh();
MessageBox.Show(vol.ToString());
}
我的测试结果是vol = 666,666,但它应该是1000
double v132 = (p3.X - basePoint.X) * (p3.Y - basePoint.Y) * (p2.Z - basePoint.Z);
是不正确的,根据如何计算一个三维网格对象的体积,其表面是由三角形组成的,它应该是(注意p1。(3):
var v132 = p1.X*p3.Y*p2.Z;
编辑
虽然你把这个答案标记为正确,但我测试了代码,发现了更多的错误。
通过调整三角形索引并不是所有的三角形都向外(或向内):
0, 1, 2,
0, 2, 3,
4, 6, 5,
4, 7, 6,// adjusted
1, 6, 2,
1, 5, 6,
0, 7, 4,// adjusted
0, 3, 7,// adjusted
0, 5, 1,// adjusted
0, 4, 5,// adjusted
3, 2, 6,
3, 6, 7
所有法线向外。然后,根据基本偏移量,计算返回-1000。