Graphics Reference
In-Depth Information
and for simplicity, we will use a unit vector to represent an edge, therefore
v 1
=
v 2
=1
The coordinates of the rotated point P , P are given by the following transform
x
y
z
sin(72 )
0
cos( γ )
sin( γ )0
=
sin( γ )
cos( γ )0
cos(72 )
0
0
1
where
x =cos( γ ) sin(72 )
y =sin( γ ) sin(72 )
z =
cos(72 )
But
. v 2 = v 1 v 2 cos( θ )= xx + yy + zz
v 1
therefore
cos( θ )=cos( γ )sin 2 (72 )+cos 2 (72 )
but θ equals 108
(internal angle of a regular pentagon)
therefore
cos( γ )= cos(108 )
cos 2 (72 )
sin 2 (72 )
cos(72 )
cos(72 )
=
1
The dihedral angle γ = 116 . 56505
A similar technique can be used to calculate the dihedral angles of the
other Platonic objects.
12.4 Vector Normal to a Triangle
Very often in computer graphics we have to calculate a vector normal to a
plane containing three points. The most effective tool to achieve this is the
vector product. For example, given three points P 1 (5 , 0 , 0) ,P 2 (0 , 0 , 5) and
P 3 (10 , 0 , 5), we can create two vectors a and b as follows:
x 2
x 1
x 3
x 1
a =
y 2
y 1
b =
y 3
y 1
z 2
z 1
z 3
z 1
therefore
a =
5 i +5 kb =5 i +5 k
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