// Copyright 2016 The G3N Authors. All rights reserved. // Use of this source code is governed by a BSD-style // license that can be found in the LICENSE file. package math32 type Triangle struct { a Vector3 b Vector3 c Vector3 } func NewTriangle(a, b, c *Vector3) *Triangle { this := new(Triangle) if a != nil { this.a = *a } if b != nil { this.b = *b } if c != nil { this.c = *c } return this } func Normal(a, b, c, optionalTarget *Vector3) *Vector3 { var v0 Vector3 var result *Vector3 if optionalTarget != nil { result = optionalTarget } else { result = NewVector3(0, 0, 0) } result.SubVectors(c, b) v0.SubVectors(a, b) result.Cross(&v0) resultLengthSq := result.LengthSq() if resultLengthSq > 0 { return result.MultiplyScalar(1 / Sqrt(resultLengthSq)) } return result.Set(0, 0, 0) } func BarycoordFromPoint(point, a, b, c, optionalTarget *Vector3) *Vector3 { var v0 Vector3 var v1 Vector3 var v2 Vector3 v0.SubVectors(c, a) v1.SubVectors(b, a) v2.SubVectors(point, a) dot00 := v0.Dot(&v0) dot01 := v0.Dot(&v1) dot02 := v0.Dot(&v2) dot11 := v1.Dot(&v1) dot12 := v1.Dot(&v2) denom := dot00*dot11 - dot01*dot01 var result *Vector3 if optionalTarget != nil { result = optionalTarget } else { result = NewVector3(0, 0, 0) } // colinear or singular triangle if denom == 0 { // arbitrary location outside of triangle? // not sure if this is the best idea, maybe should be returning undefined return result.Set(-2, -1, -1) } invDenom := 1 / denom u := (dot11*dot02 - dot01*dot12) * invDenom v := (dot00*dot12 - dot01*dot02) * invDenom // barycoordinates must always sum to 1 return result.Set(1-u-v, v, u) } func ContainsPoint(point, a, b, c *Vector3) bool { var v1 Vector3 result := BarycoordFromPoint(point, a, b, c, &v1) return (result.X >= 0) && (result.Y >= 0) && ((result.X + result.Y) <= 1) } func (this *Triangle) Set(a, b, c *Vector3) *Triangle { this.a = *a this.b = *b this.c = *c return this } func (this *Triangle) SetFromPointsAndIndices(points []*Vector3, i0, i1, i2 int) *Triangle { this.a = *points[i0] this.b = *points[i1] this.c = *points[i2] return this } func (this *Triangle) Copy(triangle *Triangle) *Triangle { *this = *triangle return this } func (this *Triangle) Area() float32 { var v0 Vector3 var v1 Vector3 v0.SubVectors(&this.c, &this.b) v1.SubVectors(&this.a, &this.b) return v0.Cross(&v1).Length() * 0.5 } func (this *Triangle) Midpoint(optionalTarget *Vector3) *Vector3 { var result *Vector3 if optionalTarget != nil { result = optionalTarget } else { result = NewVector3(0, 0, 0) } return result.AddVectors(&this.a, &this.b).Add(&this.c).MultiplyScalar(1 / 3) } func (this *Triangle) Normal(optionalTarget *Vector3) *Vector3 { return Normal(&this.a, &this.b, &this.c, optionalTarget) } func (this *Triangle) Plane(optionalTarget *Plane) *Plane { var result *Plane if optionalTarget != nil { result = optionalTarget } else { result = NewPlane(nil, 0) } return result.SetFromCoplanarPoints(&this.a, &this.b, &this.c) } func (this *Triangle) BarycoordFromPoint(point, optionalTarget *Vector3) *Vector3 { return BarycoordFromPoint(point, &this.a, &this.b, &this.c, optionalTarget) } func (this *Triangle) ContainsPoint(point *Vector3) bool { return ContainsPoint(point, &this.a, &this.b, &this.c) } func (this *Triangle) Equals(triangle *Triangle) bool { return triangle.a.Equals(&this.a) && triangle.b.Equals(&this.b) && triangle.c.Equals(&this.c) } func (this *Triangle) Clone(triangle *Triangle) *Triangle { return NewTriangle(nil, nil, nil).Copy(this) }