/** @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 namespace G3D { /** A generic triangle representation. This should not be used as the underlying triangle for creating models; it is intended for providing fast property queries but requires a lot of storage and is mostly immutable. */ 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 in the same order. That is, vertex[0] == vertex[0], etc. */ inline bool operator==(const Triangle& other) const { for (int i = 0; i < 3; ++i) { if (_vertex[i] != other._vertex[i]) { 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