#include "omath/Triangle3d.hpp" namespace omath { Triangle3d::Triangle3d(const Vector3 &vertex1, const Vector3 &vertex2, const Vector3 &vertex3) : m_vertex1(vertex1), m_vertex2(vertex2), m_vertex3(vertex3) { } Vector3 Triangle3d::CalculateNormal() const { return (m_vertex1 - m_vertex2).Cross(m_vertex3 - m_vertex1).Normalized(); } float Triangle3d::SideALength() const { return m_vertex1.DistTo(m_vertex2); } float Triangle3d::SideBLength() const { return m_vertex3.DistTo(m_vertex2); } Vector3 Triangle3d::SideAVector() const { return m_vertex1 - m_vertex2; } Vector3 Triangle3d::SideBVector() const { return m_vertex3 - m_vertex2; } }