public abstract Point p1();
public abstract Point p2();
public abstract Point p3();
+
+ public Vec norm() {
+ return p2().minus(p1()).cross(p3().minus(p1())).norm();
+ }
+ public float area() {
+ return
+ (float)Math.abs(0.5*p1().distance(p2())
+ * new Vec(p1(), p2()).norm().dot(new Vec(p2(), p3())));
+ }
+ public void glVertices(GL gl) {
+ p1().glVertex(gl);
+ p2().glVertex(gl);
+ p3().glVertex(gl);
+ }
+ public Point centroid() {
+ return new Point((p1().x+p2().x+p3().x)/3,
+ (p1().y+p2().y+p3().y)/3,
+ (p1().z+p2().z+p3().z)/3);
+ }
+ public float diameter() {
+ // FIXME: what is this supposed to be?
+ return Math.max(Math.max(p1().distance(p2()),
+ p2().distance(p3())),
+ p3().distance(p1())) / 2;
+ }
}
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