/// <summary>
        /// Returns the aspect ratio of the triangle defined by 3 given points.
        /// This is defined as the longest edge / shortest altitude.
        /// </summary>
        /// <param name="points"></param>
        /// <returns></returns>
        public static double GetTriAspect(Vec3d[] points)
        {
            double maxEdge = 0.0;                     // longest edge
            double minAlt  = Double.PositiveInfinity; // shortest altitude

            for (int i = 0; i < 3; i++)
            {
                Vec3d p0 = points[i];
                Vec3d p1 = points[(i + 1) % 3];
                Vec3d p2 = points[(i + 2) % 3];

                Vec3d v0 = p1 - p0;
                Vec3d v1 = p2 - p1;

                maxEdge = Math.Max(maxEdge, v0.SquareLength);
                minAlt  = Math.Min(minAlt, Vec3d.Reject(v1, v0).SquareLength);
            }

            return(Math.Sqrt(maxEdge) / Math.Sqrt(minAlt));
        }
Example #2
0
        /// <summary>
        /// Returns the aspect ratio of the triangle defined by 3 given points.
        /// This is defined as the longest edge / shortest altitude.
        /// </summary>
        /// <param name="points"></param>
        /// <returns></returns>
        public static double GetTriAspect(Vec3d p0, Vec3d p1, Vec3d p2)
        {
            double maxEdge = 0.0;                     // longest edge
            double minAlt  = Double.PositiveInfinity; // shortest altitude

            Vec3d v0 = p1 - p0;
            Vec3d v1 = p2 - p1;
            Vec3d v2 = p0 - p2;

            Sub(v0, v1);
            Sub(v1, v2);
            Sub(v2, v0);

            return(Math.Sqrt(maxEdge) / Math.Sqrt(minAlt));

            void Sub(Vec3d a, Vec3d b)
            {
                maxEdge = Math.Max(maxEdge, a.SquareLength);
                minAlt  = Math.Min(minAlt, Vec3d.Reject(b, a).SquareLength);
            }
        }