#region CPL License /* Nuclex Framework Copyright (C) 2002-2009 Nuclex Development Labs This library is free software; you can redistribute it and/or modify it under the terms of the IBM Common Public License as published by the IBM Corporation; either version 1.0 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the IBM Common Public License for more details. You should have received a copy of the IBM Common Public License along with this library */ #endregion using System; using System.Diagnostics; using Microsoft.Xna.Framework; namespace Nuclex.Geometry.Areas { /* * Idea: Swept triangle intersection * * Test against original triangle * Find lines that are facing away from to movement vector * Sweep-test lines against desired object * */ /// Three-dimensional triangle public class Triangle3 : IArea3 { /// Initializes a new triangle /// First corner of the triangle /// Second corner of the triangle /// Third corner of the triangle [DebuggerStepThrough] public Triangle3(Vector3 a, Vector3 b, Vector3 c) { A = a; B = b; C = c; } /// Surface area that the shape contains /// /// /// Heron's triangle area formular states that, given s = (a + b + c) / s the /// area of a triangle can be calculated as /// /// /// _________________________________ /// area = \/ s * (s - a) * (s - b) * (s - c) /// /// /// /// In a paper by W. Kahan this method is proven to be numerically unstable /// for floating point numbers. He recommends to use the following formula /// instead, where the lengths a, b and c have to be sorted in ascending order. /// /// /// ______________________________________________________________ /// area = 0.25 * \/ (a + (b + c)) * (c - (a - b)) * (c + (a - b)) * (a + b - c)) /// /// /// public float Area { get { float a = (B - A).Length(); float b = (C - B).Length(); float c = (A - C).Length(); float s = (a + b + c) / 2.0f; return (float)Math.Sqrt(s * (s - a) * (s - b) * (s - c)); } } /// The total length of the area's circumference public float CircumferenceLength { get { return (float)Math.Sqrt( (B - A).LengthSquared() + (C - B).LengthSquared() + (A - C).LengthSquared() ); } } /// The center of mass within the shape public Vector3 CenterOfMass { get { return (A + B + C) / 3.0f; } } /// Smallest rectangle that encloses the shape in its entirety public Volumes.AxisAlignedBox3 BoundingBox { get { return new Volumes.AxisAlignedBox3( new Vector3( Math.Min(Math.Min(A.X, B.X), C.X), Math.Min(Math.Min(A.Y, B.Y), C.Y), Math.Min(Math.Min(A.Z, B.Z), C.Z) ), new Vector3( Math.Max(Math.Max(A.X, B.X), C.X), Math.Max(Math.Max(A.Y, B.Y), C.Y), Math.Max(Math.Max(A.Z, B.Z), C.Z) ) ); } } /// Locates the nearest point in the shape to some arbitrary location /// Location to which the closest point is determined /// The closest point in the shape to the specified location public Vector3 ClosestPointTo(Vector3 location) { throw new NotImplementedException("Not implemented yet"); } /// Returns a random point on the area's perimeter /// Random number generator that will be used /// A random point on the area's perimeter public Vector3 RandomPointOnPerimeter(IRandom randomNumberGenerator) { throw new NotImplementedException("Not implemented yet"); } /// Returns a random point inside the area /// Random number generator that will be used /// A random point inside the area public Vector3 RandomPointWithin(IRandom randomNumberGenerator) { throw new NotImplementedException("Not implemented yet"); } /// The three corner points of the triangle public Vector3 A, B, C; } } // namespace Nuclex.Geometry.Areas