pub fn tri_aspect_ratio<RIn: Real, RComp: Real>(
    a: &Vector3<RIn>,
    b: &Vector3<RIn>,
    c: &Vector3<RIn>
) -> RComp
Expand description

Computes the aspect ratio of the given triangle

The aspect ratio is computed as the inverse of the “stretch ratio” S given by

S = sqrt(12) * (r_in / l_max)

where r_in is the radius of the in-circle and l_max is the longest edge of the triangle. See e.g.: https://www.engmorph.com/2d-element-aspect-ratio-diff-simula.