Triangle::Triangle() { } Triangle::Triangle(Vertex left, Vertex top, Vertex right) { c[0] = left; c[1] = top; c[2] = right; } float Triangle::cosAngle() { return (c[0]-c[1]).cosAngle(c[2]-c[1]); } float Triangle::angle() { return std::acos(cosAngle()); } float Triangle::minAngle() { float a2 = angle(); float a3 = Triangle(c[1],c[2],c[0]).angle(); float a1 = Angle::Pi - a2 - a3; return std::min(std::min(a1, a2), a3); } void Triangle::offsetBase(int offset) { Quad q = Quad(c[1], c[0], c[2], c[1]); q.offset(S, -offset); c[0] = q.c[1]; c[1] = q.c[0]; c[2] = q.c[2]; }