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Optimize resize handle triangle intersection

I guess doing these other checks doesn't really make much sense since
the triangle will always be in the same place.
This commit is contained in:
Robbert van der Helm 2022-03-29 17:05:48 +02:00
parent 7db6101aea
commit 7990307b58

View file

@ -212,17 +212,16 @@ fn intersects_triangle(bounds: BoundingBox, (x, y): (f32, f32)) -> bool {
// triangle's edges. We can compute this using the determinant of the 2x2 matrix formed by two
// column ve vectors, aka the perp dot product, aka the wedge product.
// NOTE: Since this element is positioned in the bottom right corner we would technically only
// have to calculate this for `v1`, checking the other two vectors is redundant but for
// now we'll do it anyways
// have to calculate this for `v1`
let (p1x, p1y) = bounds.bottom_left();
let (p2x, p2y) = bounds.top_right();
let (p3x, p3y) = bounds.bottom_right();
// let (p3x, p3y) = bounds.bottom_right();
let (v1x, v1y) = (p2x - p1x, p2y - p1y);
let (v2x, v2y) = (p3x - p2x, p3y - p2y);
let (v3x, v3y) = (p1x - p3x, p1y - p3y);
// let (v2x, v2y) = (p3x - p2x, p3y - p2y);
// let (v3x, v3y) = (p1x - p3x, p1y - p3y);
((x - p1x) * v1y) - ((y - p1y) * v1x) <= 0.0
&& ((x - p2x) * v2y) - ((y - p2y) * v2x) <= 0.0
&& ((x - p3x) * v3y) - ((y - p3y) * v3x) <= 0.0
// && ((x - p2x) * v2y) - ((y - p2y) * v2x) <= 0.0
// && ((x - p3x) * v3y) - ((y - p3y) * v3x) <= 0.0
}