2011-m2s3-city-builder/geometry/triangle.cpp

43 lines
986 B
C++

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 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);
}
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());
}
void Triangle::offsetBase(int offset) {
Quad q = Quad(c[1], c[0], c[2], c[1]);
q.offset(S, -offset);
c[0] = q[SE];
c[1] = q[NE];
c[2] = q[SW];
}
Triangle operator+(const Triangle& t, const Vertex& v) {
return Triangle(t[LEFT] + v, t[TOP] + v, t[RIGHT] + v);
}