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JavaScript

import Cartesian2 from "./Cartesian2.js";
import Cartesian3 from "./Cartesian3.js";
import Check from "./Check.js";
import defined from "./defined.js";
import CesiumMath from "./Math.js";
var scratchCartesian1 = new Cartesian3();
var scratchCartesian2 = new Cartesian3();
var scratchCartesian3 = new Cartesian3();
/**
* Computes the barycentric coordinates for a point with respect to a triangle.
*
* @function
*
* @param {Cartesian2|Cartesian3} point The point to test.
* @param {Cartesian2|Cartesian3} p0 The first point of the triangle, corresponding to the barycentric x-axis.
* @param {Cartesian2|Cartesian3} p1 The second point of the triangle, corresponding to the barycentric y-axis.
* @param {Cartesian2|Cartesian3} p2 The third point of the triangle, corresponding to the barycentric z-axis.
* @param {Cartesian3} [result] The object onto which to store the result.
* @returns {Cartesian3} The modified result parameter or a new Cartesian3 instance if one was not provided.
*
* @example
* // Returns Cartesian3.UNIT_X
* var p = new Cesium.Cartesian3(-1.0, 0.0, 0.0);
* var b = Cesium.barycentricCoordinates(p,
* new Cesium.Cartesian3(-1.0, 0.0, 0.0),
* new Cesium.Cartesian3( 1.0, 0.0, 0.0),
* new Cesium.Cartesian3( 0.0, 1.0, 1.0));
*/
function barycentricCoordinates(point, p0, p1, p2, result) {
//>>includeStart('debug', pragmas.debug);
Check.defined("point", point);
Check.defined("p0", p0);
Check.defined("p1", p1);
Check.defined("p2", p2);
//>>includeEnd('debug');
if (!defined(result)) {
result = new Cartesian3();
}
// Implementation based on http://www.blackpawn.com/texts/pointinpoly/default.html.
var v0;
var v1;
var v2;
var dot00;
var dot01;
var dot02;
var dot11;
var dot12;
if (!defined(p0.z)) {
if (Cartesian2.equalsEpsilon(point, p0, CesiumMath.EPSILON14)) {
return Cartesian3.clone(Cartesian3.UNIT_X, result);
}
if (Cartesian2.equalsEpsilon(point, p1, CesiumMath.EPSILON14)) {
return Cartesian3.clone(Cartesian3.UNIT_Y, result);
}
if (Cartesian2.equalsEpsilon(point, p2, CesiumMath.EPSILON14)) {
return Cartesian3.clone(Cartesian3.UNIT_Z, result);
}
v0 = Cartesian2.subtract(p1, p0, scratchCartesian1);
v1 = Cartesian2.subtract(p2, p0, scratchCartesian2);
v2 = Cartesian2.subtract(point, p0, scratchCartesian3);
dot00 = Cartesian2.dot(v0, v0);
dot01 = Cartesian2.dot(v0, v1);
dot02 = Cartesian2.dot(v0, v2);
dot11 = Cartesian2.dot(v1, v1);
dot12 = Cartesian2.dot(v1, v2);
} else {
if (Cartesian3.equalsEpsilon(point, p0, CesiumMath.EPSILON14)) {
return Cartesian3.clone(Cartesian3.UNIT_X, result);
}
if (Cartesian3.equalsEpsilon(point, p1, CesiumMath.EPSILON14)) {
return Cartesian3.clone(Cartesian3.UNIT_Y, result);
}
if (Cartesian3.equalsEpsilon(point, p2, CesiumMath.EPSILON14)) {
return Cartesian3.clone(Cartesian3.UNIT_Z, result);
}
v0 = Cartesian3.subtract(p1, p0, scratchCartesian1);
v1 = Cartesian3.subtract(p2, p0, scratchCartesian2);
v2 = Cartesian3.subtract(point, p0, scratchCartesian3);
dot00 = Cartesian3.dot(v0, v0);
dot01 = Cartesian3.dot(v0, v1);
dot02 = Cartesian3.dot(v0, v2);
dot11 = Cartesian3.dot(v1, v1);
dot12 = Cartesian3.dot(v1, v2);
}
result.y = dot11 * dot02 - dot01 * dot12;
result.z = dot00 * dot12 - dot01 * dot02;
var q = dot00 * dot11 - dot01 * dot01;
// This is done to avoid dividing by infinity causing a NaN
if (result.y !== 0) {
result.y /= q;
}
if (result.z !== 0) {
result.z /= q;
}
result.x = 1.0 - result.y - result.z;
return result;
}
export default barycentricCoordinates;