// // Created by Иван Ильин on 13.01.2021. // #include "Triangle.h" #include "Consts.h" Triangle::Triangle(const Vec4D &p1, const Vec4D &p2, const Vec4D &p3, sf::Color color) : _color(color), _points{p1, p2, p3} { } Triangle::Triangle(const Triangle &triangle) : _points{triangle._points[0], triangle._points[1], triangle._points[2]}, _color(triangle._color) { } Triangle Triangle::operator*(const Matrix4x4 &matrix4X4) const { return Triangle(matrix4X4 * _points[0], matrix4X4 * _points[1], matrix4X4 * _points[2], _color); } Vec3D Triangle::norm() const { Vec3D v1 = Vec3D(_points[1] - _points[0]); Vec3D v2 = Vec3D(_points[2] - _points[0]); Vec3D crossProduct = v1.cross(v2); if (crossProduct.sqrAbs() > Consts::EPS) { return crossProduct.normalized(); } else { return Vec3D(0); } } Vec4D Triangle::operator[](int i) const { return _points[i]; } bool Triangle::isPointInside(const Vec3D &point) const { Vec3D triangleNorm = norm(); double dot1 = (point - Vec3D(_points[0])).cross(Vec3D(_points[1] - _points[0])).dot(triangleNorm); double dot2 = (point - Vec3D(_points[1])).cross(Vec3D(_points[2] - _points[1])).dot(triangleNorm); double dot3 = (point - Vec3D(_points[2])).cross(Vec3D(_points[0] - _points[2])).dot(triangleNorm); if ((dot1 >= 0 && dot2 >= 0 && dot3 >= 0) || (dot1 <= 0 && dot2 <= 0 && dot3 <= 0)) { return true; } return false; }