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triangle.hpp
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226 lines (184 loc) · 5.67 KB
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//
// triangle.hpp
// Graphics3D
//
// Created by Michael Schuff on 11/2/20.
// Copyright © 2020 Michael Schuff. All rights reserved.
//
#ifndef triangle_hpp
#define triangle_hpp
#include <stdio.h>
#include <iostream>
#include <vector>
#include "vector2.hpp"
#include "vector3.hpp"
#include "quaternion.hpp"
#include "color.hpp"
class triangle {
public:
vector3 v1, v2, v3, normal;
color c;
triangle();
triangle(const vector3& t_v1, const vector3& t_v2, const vector3& t_v3, const color& t_c = color(255, 255, 255));
void rotate(const quaternion&);
void rotate(const vector3&, const float&);
void rotate(const vector3&, const float&, const vector3&);
float A() const;
float B() const;
float C() const;
float area() const;
float outer_radius() const;
vector3 incenter() const;
vector3 centroid() const;
vector3 orthocenter() const;
vector3 circumcenter() const;
vector3 nine_point() const;
triangle rotated(const quaternion&) const;
triangle rotated(const vector3&, const float&) const;
triangle rotated(const vector3&, const float&, const vector3&) const;
std::string to_string() const;
void print() const;
vector3& operator[](const int&);
triangle& operator+=(const vector3&);
triangle& operator-=(const vector3&);
triangle& operator*=(const quaternion&);
};
triangle::triangle() : v1(vector3(0, 0, 0)),
v2(vector3(0, 0, 0)),
v3(vector3(0, 0, 0)),
normal(vector3(0, 0, 0)),
c(color(0, 0, 0)) {
}
triangle::triangle(const vector3& t_v1,
const vector3& t_v2,
const vector3& t_v3,
const color& t_c) :
v1(t_v1),
v2(t_v2),
v3(t_v3),
normal(cross_product(t_v2-t_v1, t_v3-t_v1)),
c(t_c) {
}
vector3& triangle::operator[](const int& i) {
if (i >= 0 && i < 3) {
switch (i % 3) {
case 0:
return v1;
case 1:
return v2;
case 2:
return v3;
}
}
throw std::out_of_range("Expected value between 0 and 3, got " + std::to_string(i));
}
triangle& triangle::operator+=(const vector3& v) {
v1 += v;
v2 += v;
v3 += v;
return *this;
}
triangle& triangle::operator-=(const vector3& v) {
v1 -= v;
v2 -= v;
v3 -= v;
return *this;
}
triangle& triangle::operator*=(const quaternion& q) {
v1 *= q;
v2 *= q;
v3 *= q;
return *this;
}
float triangle::A() const {
return (v3 - v2).magnitude();
}
float triangle::B() const {
return (v1 - v3).magnitude();
}
float triangle::C() const {
return (v2 - v1).magnitude();
}
float triangle::area() const {
return 0.5 * cross_product(v2-v1, v3-v1).magnitude();
}
float triangle::outer_radius() const {
return A()*B()*C() / (4*area());
}
vector3 triangle::incenter() const {
float a = A(), b = B(), c = C();
return (a*v1 + b*v2 + c*v3) / (a+b+c);
}
vector3 triangle::centroid() const {
return (v1+v2+v3) / 3;
}
vector3 triangle::orthocenter() const {
return (v1+v2+v3) - 2*circumcenter();
}
vector3 triangle::circumcenter() const {
vector3 v(cross_product(v3-v2, v1-v2));
float a = A(), b = B(), c = C();
float r = ((a*a + c*c - b*b) / (2*a*c)) * outer_radius();
return (v1+v2)/2 + r * cross_product(v1-v2, v).normalized();
}
vector3 triangle::nine_point() const {
return (orthocenter() + circumcenter()) / 2;
}
void triangle::rotate(const quaternion& q) {
v1.rotate(q);
v2.rotate(q);
v3.rotate(q);
normal.rotate(q);
}
triangle triangle::rotated(const quaternion& q) const {
return triangle(v1.rotated(q),
v2.rotated(q),
v3.rotated(q),
c);
}
void triangle::rotate(const vector3& axis,
const float& theta) {
rotate(quaternion(cos(theta/2), axis.normalized() * sin(theta)/2));
}
triangle triangle::rotated(const vector3& axis,
const float& theta) const {
return rotated(quaternion(cos(theta/2), axis.normalized() * sin(theta)/2));
}
void triangle::rotate(const vector3& axis,
const float& theta,
const vector3& origin) {
v1.rotate(axis, theta, origin);
v2.rotate(axis, theta, origin);
v3.rotate(axis, theta, origin);
normal.rotate(axis, theta, origin);
}
triangle triangle::rotated(const vector3& axis,
const float& theta,
const vector3& origin) const {
return triangle(v1.rotated(axis, theta, origin),
v2.rotated(axis, theta, origin),
v3.rotated(axis, theta, origin),
c);
}
std::string triangle::to_string() const {
return v1.to_string() + ", " + v2.to_string() + ", " + v3.to_string();
}
void triangle::print() const {
std::cout << (*this).to_string() << std::endl;
}
triangle operator+(const vector3& v, const triangle& tri) {
return triangle(tri.v1 + v, tri.v2 + v, tri.v3 + v, tri.c);
}
triangle operator+(const triangle& tri, const vector3& v) {
return triangle(tri.v1 + v, tri.v2 + v, tri.v3 + v, tri.c);
}
triangle operator-(const triangle& tri, const vector3& v) {
return triangle(tri.v1 - v, tri.v2 - v, tri.v3 - v, tri.c);
}
triangle operator*(const triangle& tri, const quaternion& q) {
return triangle(tri.v1 * q, tri.v2 * q, tri.v3 * q, tri.c);
}
triangle operator*(const quaternion& q, const triangle& tri) {
return triangle(tri.v1 * q, tri.v2 * q, tri.v3 * q, tri.c);
}
#endif /* triangle_hpp */