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struct Point {
x: f32,
y: f32,
z: f32,
}
struct Triangle {
a: Point,
b: Point,
c: Point,
}
impl Triangle {
fn has_point(&self, pt: Point) -> bool {
fn sign(a: &Point, b: &Point, c: &Point) -> f32 {
(a.x - c.x) * (b.y - c.y) - (b.x - c.x) * (a.y - c.y)
}
let d1 = sign(&pt, &self.a, &self.b);
let d2 = sign(&pt, &self.b, &self.c);
let d3 = sign(&pt, &self.c, &self.a);
let has_neg = (d1 < 0.0) || (d2 < 0.0) || (d3 < 0.0);
let has_pos = (d1 > 0.0) || (d2 > 0.0) || (d3 > 0.0);
!(has_neg && has_pos)
}
fn aabb(&self) -> [Point; 2] {
let mut c_x = [self.a.x, self.b.x, self.c.x];
let mut c_y = [self.a.y, self.b.y, self.c.y];
let mut c_z = [self.a.z, self.b.z, self.c.z];
c_x.sort_by(|i, j| i.partial_cmp(j).unwrap());
c_y.sort_by(|i, j| i.partial_cmp(j).unwrap());
c_z.sort_by(|i, j| i.partial_cmp(j).unwrap());
[
Point {
x: c_x[0],
y: c_y[0],
z: c_z[0],
},
Point {
x: c_x[2],
y: c_y[2],
z: c_z[2],
},
]
}
fn cartesian_to_barycentric(&self, pt: &Point) -> Point {
let v0 = Point {
x: self.b.x - self.a.x,
y: self.b.y - self.a.y,
z: self.b.z - self.a.z,
};
let v1 = Point {
x: self.c.x - self.a.x,
y: self.c.y - self.a.y,
z: self.c.z - self.a.z,
};
let v2 = Point {
x: pt.x - self.a.x,
y: pt.y - self.a.y,
z: pt.z - self.a.z,
};
let den = 1.0 / (v0.x * v1.y - v1.x * v0.y);
let v = (v2.x * v1.y - v1.x * v2.y) * den;
let w = (v0.x * v2.y - v2.x * v0.y) * den;
let u = 1.0 - v - w;
Point { x: u, y: v, z: w }
}
fn barycentric_to_cartesian(&self, pt: &Point) -> Point {
let x = pt.x * self.a.x + pt.y * self.b.x + pt.z * self.c.x;
let y = pt.x * self.a.y + pt.y * self.b.y + pt.z * self.c.y;
let z = pt.x * self.a.z + pt.y * self.b.z + pt.z * self.c.z;
Point { x: x, y: y, z: z }
}
}