Triangle::Triangle() { } Triangle::Triangle(Vertex left, Vertex top, Vertex right) { c[LEFT] = left; c[TOP] = top; c[RIGHT] = right; } float Triangle::cosAngle() const { return (c[LEFT]-c[TOP]).cosAngle(c[RIGHT]-c[TOP]); } float Triangle::angle() const { return std::acos(cosAngle()); } float Triangle::minAngle() const { float at = angle(); float ar = Triangle(c[TOP],c[RIGHT],c[LEFT]).angle(); float al = Angle::Pi - at - ar; return std::min(std::min(al, at), ar); } float Triangle::maxAngle() const { float at = angle(); float ar = Triangle(c[TOP],c[RIGHT],c[LEFT]).angle(); float al = Angle::Pi - at - ar; return std::max(std::max(al, at), ar); } float Triangle::minLength() const { return std::min(std::min((c[LEFT] - c[TOP]).norm(), (c[TOP] - c[RIGHT]).norm()), (c[RIGHT] - c[LEFT]).norm()); } float Triangle::maxLength() const { return std::max(std::max((c[LEFT] - c[TOP]).norm(), (c[TOP] - c[RIGHT]).norm()), (c[RIGHT] - c[LEFT]).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 = floatInRange(seed, n, 0, 1); float rndr = floatInRange(seed, hash2(n, 42), 0, 1 - rndl); return c[TOP] + (c[LEFT] - c[TOP]) * (rndl) + (c[RIGHT] - c[TOP]) * (rndr); } float Triangle::surface() const { float hauteur = Segment(c[TOP], c[LEFT] + (c[TOP] - c[LEFT]).projectOn(c[RIGHT] - c[LEFT])).length(); float base = Segment(c[LEFT], c[RIGHT]).length(); return (base * hauteur) / 2.f; } Vertex Triangle::normal() const { return ((c[LEFT] - c[TOP]) * (c[RIGHT] - c[TOP])); } Vertex Triangle::normalizedNormal() const { Vertex v = normal(); return v / v.norm(); }