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#include "Triangle.h"
#include <math.h>
Triangle::Direction Triangle::getDirection() const {
double c = (va.getX()-vb.getX())*(vc.getY()-vb.getY()) - (vc.getX()-vb.getX())*(va.getY()-vb.getY());
return (c < 0) ? CW : (c > 0) ? CCW : Unknown;
}
double Triangle::area() const {
double a = vb.distanceSq(vc);
double b = vc.distanceSq(va);
double c = va.distanceSq(vb);
return sqrt((a+b+c)*a+b+c - 2*(a*a+b*b+c*c))/4;
}
double Triangle::perimeter() const {
return va.distance(vb) + vb.distance(vc) + vc.distance(va);
}
bool Triangle::contains(const Vertex &v) const {
double a = (v.getX()-vb.getX())*(vc.getY()-vb.getY()) - (vc.getX()-vb.getX())*(v.getY()-vb.getY());
double b = (v.getX()-vc.getX())*(va.getY()-vc.getY()) - (va.getX()-vc.getX())*(v.getY()-vc.getY());
double c = (v.getX()-va.getX())*(vb.getY()-va.getY()) - (vb.getX()-va.getX())*(v.getY()-va.getY());
switch(getDirection()) {
case CW:
return ((a < 0) && (b < 0) && (c < 0));
case CCW:
return ((a > 0) && (b > 0) && (c > 0));
}
return false;
}
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