#include "common.h" #include "bsp.h" #include "face.h" // Heron's formula, yoinked from: https://www.cuemath.com/measurement/area-of-triangle/ static double face_triangleArea(Vec3 v0, Vec3 v1, Vec3 v2) { double a = (v1 - v0).magnitude(); double b = (v2 - v0).magnitude(); double c = (v0 - v2).magnitude(); double s = (a + b + c) * 0.5; double areaSqr = s * (s - a) * (s - b) * (s - c); if (areaSqr < FLT_EPSILON) // Collapsed triangles can happen, prevent NaN in that situation return 0.0; return sqrt(areaSqr); } double face_computeArea(const world_t* world, const face_t* face) { int i0, i1, i2; // Get the first edge so we can build a triangle fan int edgeIdx = world->edgeList[face->ledge_id]; if (edgeIdx > 0) { i0 = world->edges[edgeIdx].vertex0; i1 = world->edges[edgeIdx].vertex1; } else { i0 = world->edges[-edgeIdx].vertex1; i1 = world->edges[-edgeIdx].vertex0; } // Triangulate the face, compute the area of each triangle and add them all together double totalArea = 0.0; for (int edgeListIdx = 1; edgeListIdx < face->ledge_num - 1; ++edgeListIdx) { int edgeIdx = world->edgeList[face->ledge_id + edgeListIdx]; i2 = edgeIdx > 0 ? world->edges[edgeIdx].vertex0 : world->edges[-edgeIdx].vertex1; Vec3 v0 = world->vertices[i0].toVec(); Vec3 v1 = world->vertices[i1].toVec(); Vec3 v2 = world->vertices[i2].toVec(); totalArea += face_triangleArea(v0, v1, v2); i1 = i2; } return totalArea; }