43 lines
986 B
C++
43 lines
986 B
C++
Triangle::Triangle() {
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}
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Triangle::Triangle(Vertex left, Vertex top, Vertex right) {
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c[0] = left;
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c[1] = top;
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c[2] = right;
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}
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float Triangle::cosAngle() const {
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return (c[0]-c[1]).cosAngle(c[2]-c[1]);
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}
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float Triangle::angle() const {
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return std::acos(cosAngle());
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}
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float Triangle::minAngle() const {
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float a2 = angle();
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float a3 = Triangle(c[1],c[2],c[0]).angle();
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float a1 = Angle::Pi - a2 - a3;
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return std::min(std::min(a1, a2), a3);
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}
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float Triangle::minLength() const {
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return std::min(std::min((c[0] - c[1]).norm(), (c[1] - c[2]).norm()), (c[2] - c[0]).norm());
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}
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float Triangle::maxLength() const {
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return std::max(std::max((c[0] - c[1]).norm(), (c[1] - c[2]).norm()), (c[2] - c[0]).norm());
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}
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void Triangle::offsetBase(int offset) {
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Quad q = Quad(c[1], c[0], c[2], c[1]);
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q.offset(S, -offset);
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c[0] = q[SE];
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c[1] = q[NE];
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c[2] = q[SW];
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}
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Triangle operator+(const Triangle& t, const Vertex& v) {
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return Triangle(t[LEFT] + v, t[TOP] + v, t[RIGHT] + v);
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}
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