| 1 | /** |
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| 2 | @file Triangle.h |
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| 3 | |
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| 4 | @maintainer Morgan McGuire, matrix@graphics3d.com |
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| 5 | |
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| 6 | @created 2003-04-05 |
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| 7 | @edited 2004-03-14 |
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| 8 | |
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| 9 | @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 |
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| 10 | |
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| 11 | Copyright 2000-2006, Morgan McGuire. |
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| 12 | All rights reserved. |
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| 13 | */ |
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| 14 | |
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| 15 | #ifndef G3D_TRIANGLE_H |
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| 16 | #define G3D_TRIANGLE_H |
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| 17 | |
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| 18 | #include "G3D/platform.h" |
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| 19 | #include "G3D/g3dmath.h" |
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| 20 | #include "G3D/Vector3.h" |
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| 21 | #include "G3D/Plane.h" |
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| 22 | #include <string> |
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| 23 | |
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| 24 | namespace G3D { |
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| 25 | |
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| 26 | /** |
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| 27 | A generic triangle representation. This should not be used |
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| 28 | as the underlying triangle for creating models; it is intended |
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| 29 | for providing fast property queries but requires a lot of |
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| 30 | storage and is mostly immutable. |
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| 31 | */ |
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| 32 | class Triangle { |
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| 33 | private: |
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| 34 | friend class CollisionDetection; |
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| 35 | friend class Ray; |
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| 36 | |
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| 37 | Vector3 _vertex[3]; |
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| 38 | |
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| 39 | /** edgeDirection[i] is the normalized vector v[i+1] - v[i] */ |
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| 40 | Vector3 edgeDirection[3]; |
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| 41 | double edgeMagnitude[3]; |
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| 42 | Plane _plane; |
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| 43 | Vector3::Axis _primaryAxis; |
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| 44 | |
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| 45 | /** vertex[1] - vertex[0] */ |
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| 46 | Vector3 edge01; |
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| 47 | /** vertex[2] - vertex[0] */ |
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| 48 | Vector3 edge02; |
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| 49 | |
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| 50 | float _area; |
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| 51 | |
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| 52 | void init(const Vector3& v0, const Vector3& v1, const Vector3& v2); |
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| 53 | |
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| 54 | public: |
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| 55 | |
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| 56 | Triangle(); |
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| 57 | |
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| 58 | Triangle(const Vector3& v0, const Vector3& v1, const Vector3& v2); |
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| 59 | |
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| 60 | ~Triangle(); |
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| 61 | |
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| 62 | /** 0, 1, or 2 */ |
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| 63 | inline const Vector3& vertex(int n) const { |
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| 64 | debugAssert((n >= 0) && (n < 3)); |
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| 65 | return _vertex[n]; |
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| 66 | } |
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| 67 | |
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| 68 | double area() const; |
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| 69 | |
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| 70 | Vector3::Axis primaryAxis() const { |
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| 71 | return _primaryAxis; |
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| 72 | } |
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| 73 | |
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| 74 | const Vector3& normal() const; |
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| 75 | |
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| 76 | /** Barycenter */ |
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| 77 | Vector3 center() const; |
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| 78 | |
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| 79 | const Plane& plane() const; |
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| 80 | |
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| 81 | /** Returns a random point in the triangle. */ |
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| 82 | Vector3 randomPoint() const; |
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| 83 | |
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| 84 | /** |
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| 85 | For two triangles to be equal they must have |
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| 86 | the same vertices <I>in the same order</I>. |
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| 87 | That is, vertex[0] == vertex[0], etc. |
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| 88 | */ |
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| 89 | inline bool operator==(const Triangle& other) const { |
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| 90 | for (int i = 0; i < 3; ++i) { |
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| 91 | if (_vertex[i] != other._vertex[i]) { |
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| 92 | return false; |
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| 93 | } |
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| 94 | } |
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| 95 | |
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| 96 | return true; |
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| 97 | } |
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| 98 | |
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| 99 | inline unsigned int hashCode() const { |
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| 100 | return |
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| 101 | _vertex[0].hashCode() + |
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| 102 | (_vertex[1].hashCode() >> 2) + |
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| 103 | _vertex[2].hashCode(); |
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| 104 | } |
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| 105 | |
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| 106 | void getBounds(class AABox&) const; |
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| 107 | |
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| 108 | }; |
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| 109 | |
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| 110 | } // namespace |
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| 111 | |
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| 112 | inline unsigned int hashCode(const G3D::Triangle& t) { |
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| 113 | return t.hashCode(); |
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| 114 | } |
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| 115 | |
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| 116 | #endif |
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