/**************************************************************************/ /* triangle2.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "triangle2.h" Vector2 Triangle2::get_random_point_inside() const { real_t a = Math::random(0.0, 1.0); real_t b = Math::random(0.0, 1.0); if (a > b) { SWAP(a, b); } return vertex[0] * a + vertex[1] * (b - a) + vertex[2] * (1.0f - b); } Vector2 Triangle2::get_closest_point_to(const Vector2 &p_point) const { Vector2 edge0 = vertex[1] - vertex[0]; Vector2 edge1 = vertex[2] - vertex[0]; Vector2 v0 = vertex[0] - p_point; real_t a = edge0.dot(edge0); real_t b = edge0.dot(edge1); real_t c = edge1.dot(edge1); real_t d = edge0.dot(v0); real_t e = edge1.dot(v0); real_t det = a * c - b * b; real_t s = b * e - c * d; real_t t = b * d - a * e; if (s + t < det) { if (s < 0.f) { if (t < 0.f) { if (d < 0.f) { s = CLAMP(-d / a, 0.f, 1.f); t = 0.f; } else { s = 0.f; t = CLAMP(-e / c, 0.f, 1.f); } } else { s = 0.f; t = CLAMP(-e / c, 0.f, 1.f); } } else if (t < 0.f) { s = CLAMP(-d / a, 0.f, 1.f); t = 0.f; } else { real_t inv_det = 1.f / det; s *= inv_det; t *= inv_det; } } else { if (s < 0.f) { real_t tmp0 = b + d; real_t tmp1 = c + e; if (tmp1 > tmp0) { real_t numer = tmp1 - tmp0; real_t denom = a - 2 * b + c; s = CLAMP(numer / denom, 0.f, 1.f); t = 1 - s; } else { t = CLAMP(-e / c, 0.f, 1.f); s = 0.f; } } else if (t < 0.f) { if (a + d > b + e) { real_t numer = c + e - b - d; real_t denom = a - 2 * b + c; s = CLAMP(numer / denom, 0.f, 1.f); t = 1 - s; } else { s = CLAMP(-d / a, 0.f, 1.f); t = 0.f; } } else { real_t numer = c + e - b - d; real_t denom = a - 2 * b + c; s = CLAMP(numer / denom, 0.f, 1.f); t = 1.f - s; } } return vertex[0] + s * edge0 + t * edge1; }