/** @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