/* * Copyright (c) 2007 Eric Jordan * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ #include "b2Triangle.h" namespace b2ConvexDecomp { //Constructor automatically fixes orientation to ccw b2Triangle::b2Triangle(float32 x1, float32 y1, float32 x2, float32 y2, float32 x3, float32 y3){ x = new float32[3]; y = new float32[3]; float32 dx1 = x2-x1; float32 dx2 = x3-x1; float32 dy1 = y2-y1; float32 dy2 = y3-y1; float32 cross = dx1*dy2-dx2*dy1; bool ccw = (cross>0); if (ccw){ x[0] = x1; x[1] = x2; x[2] = x3; y[0] = y1; y[1] = y2; y[2] = y3; } else{ x[0] = x1; x[1] = x3; x[2] = x2; y[0] = y1; y[1] = y3; y[2] = y2; } } b2Triangle::b2Triangle(){ x = new float32[3]; y = new float32[3]; } b2Triangle::~b2Triangle(){ delete[] x; delete[] y; } void b2Triangle::Set(const b2Triangle& toMe) { for (int32 i=0; i<3; ++i) { x[i] = toMe.x[i]; y[i] = toMe.y[i]; } } bool b2Triangle::IsInside(float32 _x, float32 _y){ if (_x < x[0] && _x < x[1] && _x < x[2]) return false; if (_x > x[0] && _x > x[1] && _x > x[2]) return false; if (_y < y[0] && _y < y[1] && _y < y[2]) return false; if (_y > y[0] && _y > y[1] && _y > y[2]) return false; float32 vx2 = _x-x[0]; float32 vy2 = _y-y[0]; float32 vx1 = x[1]-x[0]; float32 vy1 = y[1]-y[0]; float32 vx0 = x[2]-x[0]; float32 vy0 = y[2]-y[0]; float32 dot00 = vx0*vx0+vy0*vy0; float32 dot01 = vx0*vx1+vy0*vy1; float32 dot02 = vx0*vx2+vy0*vy2; float32 dot11 = vx1*vx1+vy1*vy1; float32 dot12 = vx1*vx2+vy1*vy2; float32 invDenom = 1.0f / (dot00*dot11 - dot01*dot01); float32 u = (dot11*dot02 - dot01*dot12)*invDenom; float32 v = (dot00*dot12 - dot01*dot02)*invDenom; return ((u>=0)&&(v>=0)&&(u+v<=1)); } }