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diff --git a/dep/src/g3dlite/Triangle.cpp b/dep/src/g3dlite/Triangle.cpp
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+/**
+ @file Triangle.cpp
+
+ @maintainer Morgan McGuire, graphics3d.com
+
+ @created 2001-04-06
+ @edited 2006-01-20
+
+ Copyright 2000-2006, Morgan McGuire.
+ All rights reserved.
+ */
+
+#include "G3D/platform.h"
+#include "G3D/Triangle.h"
+#include "G3D/Plane.h"
+#include "G3D/AABox.h"
+
+namespace G3D {
+
+
+void Triangle::init(const Vector3& v0, const Vector3& v1, const Vector3& v2) {
+
+ _plane = Plane(v0, v1, v2);
+ _vertex[0] = v0;
+ _vertex[1] = v1;
+ _vertex[2] = v2;
+
+ static int next[] = {1,2,0};
+
+ for (int i = 0; i < 3; ++i) {
+ const Vector3 e = _vertex[next[i]] - _vertex[i];
+ edgeMagnitude[i] = e.magnitude();
+
+ if (edgeMagnitude[i] == 0) {
+ edgeDirection[i] = Vector3::zero();
+ } else {
+ edgeDirection[i] = e / (float)edgeMagnitude[i];
+ }
+ }
+
+ edge01 = _vertex[1] - _vertex[0];
+ edge02 = _vertex[2] - _vertex[0];
+
+ _primaryAxis = _plane.normal().primaryAxis();
+ _area = (float)edgeDirection[0].cross(edgeDirection[2]).magnitude() * (edgeMagnitude[0] * edgeMagnitude[2]);
+
+}
+
+
+Triangle::Triangle() {
+ init(Vector3::zero(), Vector3::zero(), Vector3::zero());
+}
+
+
+Triangle::Triangle(const Vector3& v0, const Vector3& v1, const Vector3& v2) {
+ init(v0, v1, v2);
+}
+
+
+Triangle::~Triangle() {
+}
+
+
+double Triangle::area() const {
+ return _area;
+}
+
+
+const Vector3& Triangle::normal() const {
+ return _plane.normal();
+}
+
+
+const Plane& Triangle::plane() const {
+ return _plane;
+}
+
+
+Vector3 Triangle::center() const {
+ return (_vertex[0] + _vertex[1] + _vertex[2]) / 3.0;
+}
+
+Vector3 Triangle::randomPoint() const {
+ // Choose a random point in the parallelogram
+
+ float s = uniformRandom();
+ float t = uniformRandom();
+
+ if (t > 1.0f - s) {
+ // Outside the triangle; reflect about the
+ // diagonal of the parallelogram
+ t = 1.0f - t;
+ s = 1.0f - s;
+ }
+
+ return edge01 * s + edge02 * t + _vertex[0];
+}
+
+
+void Triangle::getBounds(AABox& out) const {
+ Vector3 lo = _vertex[0];
+ Vector3 hi = lo;
+
+ for (int i = 1; i < 3; ++i) {
+ lo = lo.min(_vertex[i]);
+ hi = hi.max(_vertex[i]);
+ }
+
+ out = AABox(lo, hi);
+}
+
+} // G3D