lygia
/v1.1.6
/geometry
/triangle
/barycentric
)returns the centroid of a triangle
Dependencies:
Use:
<vec3> centroid(<Triangle> tri)
#ifndef FNC_TRIANGLE_BARYCENTRIC
#define FNC_TRIANGLE_BARYCENTRIC
vec3 barycentric(vec3 _a, vec3 _b, vec3 _c ) {
/* Derived from the book "Real-Time Collision Detection"
* by Christer Ericson published by Morgan Kaufmann in 2005 */
float daa = dot(_a, _a);
float dab = dot(_a, _b);
float dbb = dot(_b, _b);
float dca = dot(_c, _a);
float dcb = dot(_c, _b);
float denom = daa * dbb - dab * dab;
float y = (dbb * dca - dab * dcb) / denom;
float z = (daa * dcb - dab * dca) / denom;
return make_vec3( 1.0f - y - z, y, z);
}
vec3 barycentric(Triangle _tri) { return barycentric(_tri.a, _tri.b, _tri.c); }
vec3 barycentric(Triangle _tri, vec3 _pos) {
vec3 f0 = _tri.a - _pos;
vec3 f1 = _tri.b - _pos;
vec3 f2 = _tri.c - _pos;
return make_vec3( length(cross(f1, f2)), // p1's triangle area / a
length(cross(f2, f0)), // p2's triangle area / a
length(cross(f0, f1)) ) / area(_tri) ; // p3's triangle area / a
}
#endif
Dependencies:
Use:
<float3> centroid(<Triangle> tri)
#ifndef FNC_TRIANGLE_BARYCENTRIC
#define FNC_TRIANGLE_BARYCENTRIC
float3 barycentric(float3 _a, float3 _b, float3 _c ) {
/* Derived from the book "Real-Time Collision Detection"
* by Christer Ericson published by Morgan Kaufmann in 2005 */
float daa = dot(_a, _a);
float dab = dot(_a, _b);
float dbb = dot(_b, _b);
float dca = dot(_c, _a);
float dcb = dot(_c, _b);
float denom = daa * dbb - dab * dab;
float y = (dbb * dca - dab * dcb) / denom;
float z = (daa * dcb - dab * dca) / denom;
return make_float3( 1.0f - y - z, y, z);
}
float3 barycentric(Triangle _tri) { return barycentric(_tri.a, _tri.b, _tri.c); }
float3 barycentric(Triangle _tri, float3 _pos) {
float3 f0 = _tri.a - _pos;
float3 f1 = _tri.b - _pos;
float3 f2 = _tri.c - _pos;
return make_float3( length(cross(f1, f2)), // p1's triangle area / a
length(cross(f2, f0)), // p2's triangle area / a
length(cross(f0, f1)) ) / area(_tri) ; // p3's triangle area / a
}
#endif
Dependencies:
lygia
/v1.1.6
/geometry
/triangle
/triangle
.glsl
lygia
/v1.1.6
/geometry
/triangle
/area
.glsl
lygia
/v1.1.6
/math
/operations
.glsl
lygia
/v1.1.6
/math
/cross
.glsl
Use:
<float3> centroid(<Triangle> tri)
#ifndef FNC_TRIANGLE_BARYCENTRIC
#define FNC_TRIANGLE_BARYCENTRIC
inline __host__ __device__ float3 barycentric(const float3& _a, const float3& _b, const float3& _c ) {
/* Derived from the book "Real-Time Collision Detection"
* by Christer Ericson published by Morgan Kaufmann in 2005 */
float daa = dot(_a, _a);
float dab = dot(_a, _b);
float dbb = dot(_b, _b);
float dca = dot(_c, _a);
float dcb = dot(_c, _b);
float denom = daa * dbb - dab * dab;
float y = (dbb * dca - dab * dcb) / denom;
float z = (daa * dcb - dab * dca) / denom;
return make_float3( 1.0f - y - z, y, z);
}
inline __host__ __device__ float3 barycentric(const Triangle& _tri) { return barycentric(_tri.a, _tri.b, _tri.c); }
inline __host__ __device__ float3 barycentric(const Triangle& _tri, const float3& _pos) {
const float3 f0 = _tri.a - _pos;
const float3 f1 = _tri.b - _pos;
const float3 f2 = _tri.c - _pos;
return make_float3( length(cross(f1, f2)), // p1's triangle area / a
length(cross(f2, f0)), // p2's triangle area / a
length(cross(f0, f1)) ) / area(_tri) ; // p3's triangle area / a
}
#endif
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