Triangle::Triangle() { } Triangle::Triangle(Vertex left, Vertex top, Vertex right) { c[0] = left; c[1] = top; c[2] = right; } float Triangle::cosAngle() const { return (c[0]-c[1]).cosAngle(c[2]-c[1]); } float Triangle::angle() const { return std::acos(cosAngle()); } float Triangle::minAngle() const { float at = angle(); float a3 = Triangle(c[TOP],c[RIGHT],c[LEFT]).angle(); float a1 = Angle::Pi - at - a3; return std::min(std::min(a1, at), a3); } float Triangle::minLength() const { return std::min(std::min((c[0] - c[1]).norm(), (c[1] - c[2]).norm()), (c[2] - c[0]).norm()); } float Triangle::maxLength() const { return std::max(std::max((c[0] - c[1]).norm(), (c[1] - c[2]).norm()), (c[2] - c[0]).norm()); } Triangle Triangle::inset(CoteTriangle side, float offset) const { Quad q = Quad(c[RIGHT + side], c[LEFT + side], c[TOP + side], c[RIGHT + side]); q = q.inset(S, offset); return (Triangle(q[SE], q[SW], q[NW]) >> side); } Triangle Triangle::insetLTR(float offset) const { return (*this).inset(LEFTSIDE, offset).inset(RIGHTSIDE, offset).inset(BASE, offset); } Triangle operator+(const Triangle& t, const Vertex& v) { return Triangle(t[LEFT] + v, t[TOP] + v, t[RIGHT] + v); } Vertex Triangle::randomPoint(int seed, int n) const { float rndl = hashInRange(seed, n, 0, 100); float rndr = hashInRange(seed, hash2(n, 42), 0, 100 - rndl); return c[TOP] + (c[LEFT] - c[TOP]) * (rndl/100.f) + (c[RIGHT] - c[TOP]) * (rndr/100.f); }