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-rw-r--r--src/raymath.h26
1 files changed, 26 insertions, 0 deletions
diff --git a/src/raymath.h b/src/raymath.h
index 3cd1394e..5871e350 100644
--- a/src/raymath.h
+++ b/src/raymath.h
@@ -130,6 +130,7 @@ RMDEF void VectorTransform(Vector3 *v, Matrix mat); // Transforms a Ve
RMDEF Vector3 VectorZero(void); // Return a Vector3 init to zero
RMDEF Vector3 VectorMin(Vector3 vec1, Vector3 vec2); // Return min value for each pair of components
RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2); // Return max value for each pair of components
+RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c); // Barycentric coords for p in triangle abc
//------------------------------------------------------------------------------------
// Functions Declaration to work with Matrix
@@ -382,6 +383,31 @@ RMDEF Vector3 VectorMax(Vector3 vec1, Vector3 vec2)
return result;
}
+// Compute barycentric coordinates (u, v, w) for
+// point p with respect to triangle (a, b, c)
+// Assumes P is on the plane of the triangle
+RMDEF Vector3 Barycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
+{
+
+ //Vector v0 = b - a, v1 = c - a, v2 = p - a;
+ Vector3 v0 = VectorSubtract( b, a );
+ Vector3 v1 = VectorSubtract( c, a );
+ Vector3 v2 = VectorSubtract( p, a );
+ float d00 = VectorDotProduct(v0, v0);
+ float d01 = VectorDotProduct(v0, v1);
+ float d11 = VectorDotProduct(v1, v1);
+ float d20 = VectorDotProduct(v2, v0);
+ float d21 = VectorDotProduct(v2, v1);
+ float denom = d00 * d11 - d01 * d01;
+
+ Vector3 result;
+ result.y = (d11 * d20 - d01 * d21) / denom;
+ result.z = (d00 * d21 - d01 * d20) / denom;
+ result.x = 1.0f - (result.z + result.y);
+
+ return result;
+}
+
//----------------------------------------------------------------------------------
// Module Functions Definition - Matrix math
//----------------------------------------------------------------------------------