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