
Inputs
投入
Vector 1[ XYZ ] Vector 2[ XYZ ]
These are the output vectors to which a third vector that lies perpendicular to the plane between Vector 1 and Vector 2 should be calculated. Note that the Cross Product Node’s result also depends on the order in which the vectors are arranged. If an object matrix is calculated, the X direction will result from the crossing of Y and Z. The Y axis direction must then also be used for Vector 1 and the direction of the Z axis for Vector 2.
这些是输出矢量,第三个垂直于矢量1和矢量2之间的平面的矢量应该被计算出来。注意,叉积节点的结果还取决于向量的排列顺序。如果计算一个物体矩阵,x 方向将由 y 和 z 的交叉产生。Y 轴的方向也必须用于矢量1,z 轴的方向用于矢量2。
According to this principle, crossing the Z and X axes will give you the Y axis and crossing the X and Y axes will give you the Z axis.
根据这个原理,穿过 z 轴和 x 轴会得到 y 轴,穿过 x 轴和 y 轴会得到 z 轴。
Note that the Cross Product Node does not standardize the resulting axis. The calculated direction vectors will therefore have a default length of 1.
注意,叉积节点并不标准化结果轴。因此,计算出的方向矢量的默认长度为1。