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-rw-r--r--dep/include/g3dlite/G3D/Triangle.h32
1 files changed, 0 insertions, 32 deletions
diff --git a/dep/include/g3dlite/G3D/Triangle.h b/dep/include/g3dlite/G3D/Triangle.h
index 6852dac9492..146fa0b6455 100644
--- a/dep/include/g3dlite/G3D/Triangle.h
+++ b/dep/include/g3dlite/G3D/Triangle.h
@@ -1,28 +1,20 @@
/**
@file Triangle.h
-
@maintainer Morgan McGuire, matrix@graphics3d.com
-
@created 2003-04-05
@edited 2004-03-14
-
@cite Random point method by Greg Turk, Generating random points in triangles. In A. S. Glassner, ed., Graphics Gems, pp. 24-28. Academic Press, 1990
-
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
-
#ifndef G3D_TRIANGLE_H
#define G3D_TRIANGLE_H
-
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
#include "G3D/Plane.h"
#include <string>
-
namespace G3D {
-
/**
A generic triangle representation. This should not be used
as the underlying triangle for creating models; it is intended
@@ -33,54 +25,37 @@ class Triangle {
private:
friend class CollisionDetection;
friend class Ray;
-
Vector3 _vertex[3];
-
/** edgeDirection[i] is the normalized vector v[i+1] - v[i] */
Vector3 edgeDirection[3];
double edgeMagnitude[3];
Plane _plane;
Vector3::Axis _primaryAxis;
-
/** vertex[1] - vertex[0] */
Vector3 edge01;
/** vertex[2] - vertex[0] */
Vector3 edge02;
-
float _area;
-
void init(const Vector3& v0, const Vector3& v1, const Vector3& v2);
-
public:
-
Triangle();
-
Triangle(const Vector3& v0, const Vector3& v1, const Vector3& v2);
-
~Triangle();
-
/** 0, 1, or 2 */
inline const Vector3& vertex(int n) const {
debugAssert((n >= 0) && (n < 3));
return _vertex[n];
}
-
double area() const;
-
Vector3::Axis primaryAxis() const {
return _primaryAxis;
}
-
const Vector3& normal() const;
-
/** Barycenter */
Vector3 center() const;
-
const Plane& plane() const;
-
/** Returns a random point in the triangle. */
Vector3 randomPoint() const;
-
/**
For two triangles to be equal they must have
the same vertices <I>in the same order</I>.
@@ -92,26 +67,19 @@ public:
return false;
}
}
-
return true;
}
-
inline unsigned int hashCode() const {
return
_vertex[0].hashCode() +
(_vertex[1].hashCode() >> 2) +
_vertex[2].hashCode();
}
-
void getBounds(class AABox&) const;
-
};
-
} // namespace
-
inline unsigned int hashCode(const G3D::Triangle& t) {
return t.hashCode();
}
-
#endif