Tria3D Type
A type containing only static member functions for operations on 2D Triangles.
Static members
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Description
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Calculates the intersection of a finite line with a triangle. Returns Some(Pnt) or None if no intersection was found, or if the input line has near zero length, or if the input triangle has near zero area. This algorithm still returns an intersection even if line and triangle are almost parallel. Since it is using the triple product, it is hard to find an appropriate tolerance for considering lines and triangles parallel based on the volume of the tetrahedron between them.
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Checks if three points are in one line. This is a very fast check, but it is hard to find an appropriate tolerance. (Default is 0.001) This tolerance is the area of the parallelogram described by two vectors created from the 3 points. So it also returns true if the points are equal or very close to each other. Returns false for NaN input values. Use Points.areInLine if you need better control over the actual tolerance distance.
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Full Usage:
Tria3D.offsetVar (ptToOffset, prev, next, distPrev, distNext)
Parameters: Returns: ValueOption<Pnt>
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Finds the offset point based on the previous and next unit normals (= offset direction), and their offset distances.
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Euclid