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- // 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)
- }
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