Revision 191,
756 bytes
checked in by bittner, 19 years ago
(diff) |
basic sampling strategies
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[191] | 1 | #ifndef __TRIANGLE3_H
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| 2 | #define __TRIANGLE3_H
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| 3 |
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| 4 | #include "Vector3.h"
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| 5 |
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| 6 | struct Triangle3 {
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| 7 |
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| 8 | Vector3 mVertices[3];
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| 9 |
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| 10 | Triangle3() {}
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| 11 | Triangle3(const Vector3 &a,
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| 12 | const Vector3 &b,
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| 13 | const Vector3 &c
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| 14 | ) {
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| 15 | Init(a, b, c);
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| 16 | }
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| 17 |
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| 18 | void
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| 19 | Init(const Vector3 &a,
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| 20 | const Vector3 &b,
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| 21 | const Vector3 &c
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| 22 | ) {
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| 23 | mVertices[0] = a;
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| 24 | mVertices[1] = b;
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| 25 | mVertices[2] = c;
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| 26 |
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| 27 | }
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| 28 |
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| 29 | Vector3 GetNormal() const {
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| 30 | Vector3 v1=mVertices[0]-mVertices[1], v2=mVertices[2]-mVertices[1];
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| 31 | return Normalize(CrossProd(v2,v1));
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| 32 | }
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| 33 |
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| 34 | Vector3 GetCenter() const {
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| 35 | return (mVertices[0] + mVertices[1] + mVertices[2])/3.0f;
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| 36 | }
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| 37 |
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| 38 | float GetSpatialAngle(const Vector3 &point) const;
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| 39 | };
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| 40 |
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| 41 |
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| 42 | #endif
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| 43 |
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