server/dep/include/g3dlite/G3D/Triangle.h

116 lines
2.6 KiB
C++

/**
@file Triangle.h
@maintainer Morgan McGuire, matrix@graphics3d.com
@created 2003-04-05
@edited 2004-03-14
@cite Random point method by Greg Turk, Generating random points in triangles. In A. S. Glassner, ed., Graphics Gems, pp. 24-28. Academic Press, 1990
Copyright 2000-2006, Morgan McGuire.
All rights reserved.
*/
#ifndef G3D_TRIANGLE_H
#define G3D_TRIANGLE_H
#include "G3D/platform.h"
#include "G3D/g3dmath.h"
#include "G3D/Vector3.h"
#include "G3D/Plane.h"
#include <string>
namespace G3D {
/**
A generic triangle representation. This should not be used
as the underlying triangle for creating models; it is intended
for providing fast property queries but requires a lot of
storage and is mostly immutable.
*/
class Triangle {
private:
friend class CollisionDetection;
friend class Ray;
Vector3 _vertex[3];
/** edgeDirection[i] is the normalized vector v[i+1] - v[i] */
Vector3 edgeDirection[3];
double edgeMagnitude[3];
Plane _plane;
Vector3::Axis _primaryAxis;
/** vertex[1] - vertex[0] */
Vector3 edge01;
/** vertex[2] - vertex[0] */
Vector3 edge02;
float _area;
void init(const Vector3& v0, const Vector3& v1, const Vector3& v2);
public:
Triangle();
Triangle(const Vector3& v0, const Vector3& v1, const Vector3& v2);
~Triangle();
/** 0, 1, or 2 */
inline const Vector3& vertex(int n) const {
debugAssert((n >= 0) && (n < 3));
return _vertex[n];
}
double area() const;
Vector3::Axis primaryAxis() const {
return _primaryAxis;
}
const Vector3& normal() const;
/** Barycenter */
Vector3 center() const;
const Plane& plane() const;
/** Returns a random point in the triangle. */
Vector3 randomPoint() const;
/**
For two triangles to be equal they must have
the same vertices <I>in the same order</I>.
That is, vertex[0] == vertex[0], etc.
*/
inline bool operator==(const Triangle& other) const {
for (int i = 0; i < 3; ++i) {
if (_vertex[i] != other._vertex[i]) {
return false;
}
}
return true;
}
inline unsigned int hashCode() const {
return
_vertex[0].hashCode() +
(_vertex[1].hashCode() >> 2) +
_vertex[2].hashCode();
}
void getBounds(class AABox&) const;
};
} // namespace
inline unsigned int hashCode(const G3D::Triangle& t) {
return t.hashCode();
}
#endif