using System; using Syntriax.Engine.Core; namespace Syntriax.Engine.Physics2D.Primitives; [System.Diagnostics.DebuggerDisplay("A: {A.ToString(), nq}, B: {B.ToString(), nq}, B: {C.ToString(), nq}")] public readonly struct Triangle(Vector2D A, Vector2D B, Vector2D C) { public readonly Vector2D A { get; init; } = A; public readonly Vector2D B { get; init; } = B; public readonly Vector2D C { get; init; } = C; public readonly float Area => .5f * MathF.Abs( A.X * (B.Y - C.Y) + B.X * (C.Y - A.Y) + C.X * (A.Y - B.Y) ); public static Circle GetCircumCircle(Triangle triangle) { Vector2D midAB = (triangle.A + triangle.B) / 2f; Vector2D midBC = (triangle.B + triangle.C) / 2f; float slopeAB = (triangle.B.Y - triangle.A.Y) / (triangle.B.X - triangle.A.X); float slopeBC = (triangle.C.Y - triangle.B.Y) / (triangle.C.X - triangle.B.X); Vector2D center; if (MathF.Abs(slopeAB - slopeBC) > float.Epsilon) { float x = (slopeAB * slopeBC * (triangle.A.Y - triangle.C.Y) + slopeBC * (triangle.A.X + triangle.B.X) - slopeAB * (triangle.B.X + triangle.C.X)) / (2f * (slopeBC - slopeAB)); float y = -(x - (triangle.A.X + triangle.B.X) / 2f) / slopeAB + (triangle.A.Y + triangle.B.Y) / 2f; center = new Vector2D(x, y); } else center = (midAB + midBC) * .5f; return new(center, Vector2D.Distance(center, triangle.A)); } public static bool ApproximatelyEquals(Triangle left, Triangle right) => left.A.ApproximatelyEquals(right.A) && left.B.ApproximatelyEquals(right.B) && left.C.ApproximatelyEquals(right.C); } public static class TriangleExtensions { public static bool ApproximatelyEquals(this Triangle left, Triangle right) => Triangle.ApproximatelyEquals(left, right); }