For a counter-clockwise ordered list of points like this:
var points = new[]
{
new Point3D(-2, -4, 8), //a
new Point3D(6, -1, 8), //b
new Point3D(6, 5, 8), //c
new Point3D(0, 8, 8), //d
new Point3D(1, 3, 8), //e
}.ToList();
I want to add a polygon to my HelixViewPort3D view:
var meshBuilder = new MeshBuilder(false, false, false);
meshBuilder.AddPolygon(points);
var geometryModel = new GeometryModel3D
{
Material = Materials.Red,
BackMaterial = Materials.Blue,
Geometry = meshBuilder.ToMesh()
};
var modelVisual = new ModelVisual3D { Content = geometryModel };
view.Children.Add(modelVisual);
int index = 0;
foreach (var point in points)
{
view.Children.Add(new BillboardTextVisual3D
{
DepthOffset = 1e-3,
Position = point,
Text = string.Format("[{0}] : {1}, {2}", index++, point.X, point.Y)
});
}
view.ZoomExtents();
showing each point's x and y coordinate along side with them using BillboardTextVisual3D, I'm getting this: default list
which is not right, somehow the d:(0, 8) is being connected to a:(-2, -4). and the back material (blue) is showing on top of face material (red).
changing the order of the list though fixes the problem: ordered list
var points = new[]
{
new Point3D(1, 3, 8), //e
new Point3D(-2, -4, 8), //a
new Point3D(6, -1, 8), //b
new Point3D(6, 5, 8), //c
new Point3D(0, 8, 8), //d
}.ToList();
the second list is still counter-clockwise ordered the only difference is the starting point (which is now e:(1, 3)). is there any reason why should this effect the outcome?
P.S. I think it should have something to do with the points distance to the origin (0,0,0), starting with the nearest point to the origin somehow do the job. is it a bug or I'm missing something here?
P.S.#2 This problem seems to occur only in the case of concave polygons and has no effect on the convex polygons.
AddPolygon()
use a triangle fan when positions count is greater than 4, so your last triangle is:It turns in clockwise direction, the back material is then in front of the camera. It's the expected behavior.