// // Created by Иван Ильин on 13.01.2021. // #include "Triangle.h" Triangle::Triangle () { p[0] = Point4D{0,0,0,1}; p[1] = Point4D{0,0,0,1}; p[2] = Point4D{0,0,0,1}; } Triangle::Triangle(const Point4D& p1, const Point4D& p2, const Point4D& p3, double w) { p[0] = Point4D{p1.x(), p1.y(), p1.z(), w}; p[1] = Point4D{p2.x(), p2.y(), p2.z(), w}; p[2] = Point4D{p3.x(), p3.y(), p3.z(), w}; } Triangle Triangle::operator*(const Matrix4x4 &matrix4X4) const { return Triangle(*this) *= matrix4X4; } Triangle &Triangle::operator*=(const Matrix4x4 &matrix4X4) { p[0] = matrix4X4 * p[0]; p[1] = matrix4X4 * p[1]; p[2] = matrix4X4 * p[2]; return *this; } Point4D Triangle::norm() const { Point4D v1 = p[1] - p[0]; Point4D v2 = p[2] - p[0]; return v1.cross3D(v2).normalized(); } Point4D Triangle::operator[](int i) const { return p[i]; } Point4D &Triangle::operator[](int i) { return p[i]; } Point4D Triangle::pos() const { return (p[0] + p[1] + p[2])/3.0; } Triangle::Triangle(const Triangle &triangle) { clip = triangle.clip; color = triangle.color; p[0] = triangle[0]; p[1] = triangle[1]; p[2] = triangle[2]; } bool Triangle::isPointInside(const Point4D &point) const { Point4D triangleNorm = norm(); double dot1 = (point - p[0]).cross3D(p[1] - p[0]).dot(triangleNorm); double dot2 = (point - p[1]).cross3D(p[2] - p[1]).dot(triangleNorm); double dot3 = (point - p[2]).cross3D(p[0] - p[2]).dot(triangleNorm); if((dot1 >= 0 && dot2 >= 0 && dot3 >= 0) || (dot1 <= 0 && dot2 <= 0 && dot3 <= 0)) return true; return false; } Triangle &Triangle::operator=(const Triangle &triangle) { if(&triangle != this) { clip = triangle.clip; color = triangle.color; p[0] = triangle[0]; p[1] = triangle[1]; p[2] = triangle[2]; } return *this; }