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-rw-r--r--src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java287
1 files changed, 138 insertions, 149 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
index 4aa1baf78..778c17a53 100644
--- a/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
+++ b/src/jogl/classes/com/jogamp/opengl/math/VectorUtil.java
@@ -31,9 +31,6 @@ import java.util.ArrayList;
public class VectorUtil {
- /** Zero vector */
- public static final float[] ZERO = new float[] { 0f, 0f, 0f };
-
public enum Winding {
CW(-1), CCW(1);
@@ -44,8 +41,6 @@ public class VectorUtil {
}
}
- public static final int COLLINEAR = 0;
-
/**
* Copies a vector of length 3
* @param dst output vector
@@ -75,47 +70,78 @@ public class VectorUtil {
}
/**
- * Return true if both vectors are equal, no {@link FloatUtil#EPSILON} is taken into consideration.
+ * Return true if both vectors are equal w/o regarding an epsilon.
+ * <p>
+ * Implementation uses {@link FloatUtil#isEqual(float, float)}, see API doc for details.
+ * </p>
+ */
+ public static boolean isVec2Equal(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset) {
+ return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset]) &&
+ FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset]) ;
+ }
+
+ /**
+ * Return true if both vectors are equal w/o regarding an epsilon.
+ * <p>
+ * Implementation uses {@link FloatUtil#isEqual(float, float)}, see API doc for details.
+ * </p>
*/
- public static boolean isEqual(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset) {
- return vec1[0+vec1Offset] == vec2[0+vec2Offset] &&
- vec1[1+vec1Offset] == vec2[1+vec2Offset] &&
- vec1[2+vec1Offset] == vec2[2+vec2Offset];
+ public static boolean isVec3Equal(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset) {
+ return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset]) &&
+ FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset]) &&
+ FloatUtil.isEqual(vec1[2+vec1Offset], vec2[2+vec2Offset]) ;
}
/**
* Return true if both vectors are equal, i.e. their absolute delta < <code>epsilon</code>.
- * @see FloatUtil#EPSILON
+ * <p>
+ * Implementation uses {@link FloatUtil#isEqual(float, float, float)}, see API doc for details.
+ * </p>
*/
- public static boolean isEqual(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset, final float epsilon) {
- return Math.abs(vec1[0+vec1Offset] - vec2[0+vec2Offset]) < epsilon &&
- Math.abs(vec1[1+vec1Offset] - vec2[1+vec2Offset]) < epsilon &&
- Math.abs(vec1[2+vec1Offset] - vec2[2+vec2Offset]) < epsilon ;
+ public static boolean isVec2Equal(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset, final float epsilon) {
+ return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset], epsilon) &&
+ FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset], epsilon) ;
+ }
+
+ /**
+ * Return true if both vectors are equal, i.e. their absolute delta < <code>epsilon</code>.
+ * <p>
+ * Implementation uses {@link FloatUtil#isEqual(float, float, float)}, see API doc for details.
+ * </p>
+ */
+ public static boolean isVec3Equal(final float[] vec1, int vec1Offset, final float[] vec2, int vec2Offset, final float epsilon) {
+ return FloatUtil.isEqual(vec1[0+vec1Offset], vec2[0+vec2Offset], epsilon) &&
+ FloatUtil.isEqual(vec1[1+vec1Offset], vec2[1+vec2Offset], epsilon) &&
+ FloatUtil.isEqual(vec1[2+vec1Offset], vec2[2+vec2Offset], epsilon) ;
}
/**
* Return true if vector is zero, no {@link FloatUtil#EPSILON} is taken into consideration.
*/
- public static boolean isZero(final float[] vec, final int vecOffset) {
+ public static boolean isVec3Zero(final float[] vec, final int vecOffset) {
return 0f == vec[0+vecOffset] && 0f == vec[1+vecOffset] && 0f == vec[2+vecOffset];
}
/**
* Return true if vector is zero, i.e. it's absolute components < <code>epsilon</code>.
- * @see FloatUtil#EPSILON
+ * <p>
+ * Implementation uses {@link FloatUtil#isZero(float, float)}, see API doc for details.
+ * </p>
*/
- public static boolean isZero(final float[] vec, final int vecOffset, final float epsilon) {
+ public static boolean isVec3Zero(final float[] vec, final int vecOffset, final float epsilon) {
return isZero(vec[0+vecOffset], vec[1+vecOffset], vec[2+vecOffset], epsilon);
}
/**
* Return true if all three vector components are zero, i.e. it's their absolute value < <code>epsilon</code>.
- * @see FloatUtil#EPSILON
+ * <p>
+ * Implementation uses {@link FloatUtil#isZero(float, float)}, see API doc for details.
+ * </p>
*/
public static boolean isZero(final float x, final float y, final float z, final float epsilon) {
- return Math.abs(x) < epsilon &&
- Math.abs(y) < epsilon &&
- Math.abs(z) < epsilon ;
+ return FloatUtil.isZero(x, epsilon) &&
+ FloatUtil.isZero(y, epsilon) &&
+ FloatUtil.isZero(z, epsilon) ;
}
/**
@@ -125,7 +151,7 @@ public class VectorUtil {
* distances, thus avoiding an expensive square root operation.
* </p>
*/
- public static float distanceSquared(final float[] v1, final float[] v2) {
+ public static float vec3DistanceSquare(final float[] v1, final float[] v2) {
final float dx = v1[0] - v2[0];
final float dy = v1[1] - v2[1];
final float dz = v1[2] - v2[2];
@@ -135,41 +161,43 @@ public class VectorUtil {
/**
* Return the distance between the given two points described vector v1 and v2.
*/
- public static float distance(final float[] v1, final float[] v2) {
- return FloatUtil.sqrt(distanceSquared(v1, v2));
+ public static float vec3Distance(final float[] v1, final float[] v2) {
+ return FloatUtil.sqrt(vec3DistanceSquare(v1, v2));
}
- /** compute the dot product of two points
+ /**
+ * Compute the dot product of two points
* @param vec1 vector 1
* @param vec2 vector 2
* @return the dot product as float
*/
- public static float dot(final float[] vec1, final float[] vec2)
+ public static float vec3Dot(final float[] vec1, final float[] vec2)
{
- return (vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2]);
+ return vec1[0]*vec2[0] + vec1[1]*vec2[1] + vec1[2]*vec2[2];
}
/**
* Compute the squared length of a vector, a.k.a the squared <i>norm</i>
*/
- public static float lengthSquared(final float[] vec) {
+ public static float vec3LengthSquare(final float[] vec) {
return vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2];
}
/**
* Compute the length of a vector, a.k.a the <i>norm</i>
*/
- public static float length(final float[] vec) {
- return FloatUtil.sqrt(lengthSquared(vec));
+ public static float vec3Length(final float[] vec) {
+ return FloatUtil.sqrt(vec3LengthSquare(vec));
}
/**
* Normalize a vector
- * @param result output vector
+ * @param result output vector, may be vector (in-place)
* @param vector input vector
* @return normalized output vector
+ * @return result vector for chaining
*/
- public static float[] normalize(final float[] result, final float[] vector) {
- final float lengthSq = lengthSquared(vector);
+ public static float[] normalizeVec3(final float[] result, final float[] vector) {
+ final float lengthSq = vec3LengthSquare(vector);
if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
result[0] = 0f;
result[1] = 0f;
@@ -185,12 +213,11 @@ public class VectorUtil {
/**
* Normalize a vector in place
- * @param result output vector
* @param vector input vector
* @return normalized output vector
*/
- public static float[] normalize(final float[] vector) {
- final float lengthSq = lengthSquared(vector);
+ public static float[] normalizeVec3(final float[] vector) {
+ final float lengthSq = vec3LengthSquare(vector);
if ( FloatUtil.isZero(lengthSq, FloatUtil.EPSILON) ) {
vector[0] = 0f;
vector[1] = 0f;
@@ -206,24 +233,26 @@ public class VectorUtil {
/**
* Scales a vector by param using given result float[]
- * @param result vector for the result
+ * @param result vector for the result, may be vector (in-place)
* @param vector input vector
* @param scale single scale constant for all vector components
+ * @return result vector for chaining
*/
- public static float[] scale(final float[] result, final float[] vector, final float scale) {
+ public static float[] scaleVec3(final float[] result, final float[] vector, final float scale) {
result[0] = vector[0] * scale;
result[1] = vector[1] * scale;
result[2] = vector[2] * scale;
return result;
}
- /** Scales a vector by param using given result float[]
- * @param result vector for the result
+ /**
+ * Scales a vector by param using given result float[]
+ * @param result vector for the result, may be vector (in-place)
* @param vector input vector
* @param scale 3 component scale constant for each vector component
- * @return given result vector
+ * @return result vector for chaining
*/
- public static float[] scale(final float[] result, final float[] vector, final float[] scale)
+ public static float[] scaleVec3(final float[] result, final float[] vector, final float[] scale)
{
result[0] = vector[0] * scale[0];
result[1] = vector[1] * scale[1];
@@ -232,12 +261,13 @@ public class VectorUtil {
}
/**
- * Adds two vectors
+ * Adds two vectors, result = v1 + v2
+ * @param result float[3] result vector, may be either v1 or v2 (in-place)
* @param v1 vector 1
* @param v2 vector 2
- * @return v1 + v2
+ * @return result vector for chaining
*/
- public static float[] vectorAdd(final float[] result, final float[] v1, final float[] v2) {
+ public static float[] addVec3(final float[] result, final float[] v1, final float[] v2) {
result[0] = v1[0] + v2[0];
result[1] = v1[1] + v2[1];
result[2] = v1[2] + v2[2];
@@ -245,12 +275,13 @@ public class VectorUtil {
}
/**
- * Subtracts two vectors
+ * Subtracts two vectors, result = v1 - v2
+ * @param result float[3] result vector, may be either v1 or v2 (in-place)
* @param v1 vector 1
* @param v2 vector 2
- * @return v1 - v2
+ * @return result vector for chaining
*/
- public static float[] vectorSub(final float[] result, final float[] v1, final float[] v2) {
+ public static float[] subVec3(final float[] result, final float[] v1, final float[] v2) {
result[0] = v1[0] - v2[0];
result[1] = v1[1] - v2[1];
result[2] = v1[2] - v2[2];
@@ -263,7 +294,7 @@ public class VectorUtil {
* @param v2 vector 2
* @return the resulting vector
*/
- public static float[] cross(final float[] result, final float[] v1, final float[] v2)
+ public static float[] crossVec3(final float[] result, final float[] v1, final float[] v2)
{
result[0] = v1[1] * v2[2] - v1[2] * v2[1];
result[1] = v1[2] * v2[0] - v1[0] * v2[2];
@@ -271,12 +302,13 @@ public class VectorUtil {
return result;
}
- /** Column Matrix Vector multiplication
+ /**
+ * Multiplication of column-major 4x4 matrix with vector
* @param colMatrix column matrix (4x4)
* @param vec vector(x,y,z)
* @return result
*/
- public static float[] colMatrixVectorMult(final float[] result, final float[] colMatrix, final float[] vec)
+ public static float[] mulColMat4Vec3(final float[] result, final float[] colMatrix, final float[] vec)
{
result[0] = vec[0]*colMatrix[0] + vec[1]*colMatrix[4] + vec[2]*colMatrix[8] + colMatrix[12];
result[1] = vec[0]*colMatrix[1] + vec[1]*colMatrix[5] + vec[2]*colMatrix[9] + colMatrix[13];
@@ -285,12 +317,13 @@ public class VectorUtil {
return result;
}
- /** Matrix Vector multiplication
+ /**
+ * Matrix Vector multiplication
* @param rawMatrix column matrix (4x4)
* @param vec vector(x,y,z)
* @return result
*/
- public static float[] rowMatrixVectorMult(final float[] result, final float[] rawMatrix, final float[] vec)
+ public static float[] mulRowMat4Vec3(final float[] result, final float[] rawMatrix, final float[] vec)
{
result[0] = vec[0]*rawMatrix[0] + vec[1]*rawMatrix[1] + vec[2]*rawMatrix[2] + rawMatrix[3];
result[1] = vec[0]*rawMatrix[4] + vec[1]*rawMatrix[5] + vec[2]*rawMatrix[6] + rawMatrix[7];
@@ -299,103 +332,53 @@ public class VectorUtil {
return result;
}
- /** Calculate the midpoint of two values
+ /**
+ * Calculate the midpoint of two values
* @param p1 first value
* @param p2 second vale
* @return midpoint
*/
- public static float mid(final float p1, final float p2)
- {
+ public static float mid(final float p1, final float p2) {
return (p1+p2)/2.0f;
}
/**
* Calculate the midpoint of two points
- * @param p1 first point
- * @param p2 second point
+ * @param p1 first point vector
+ * @param p2 second point vector
* @return midpoint
*/
- public static float[] mid(final float[] result, final float[] p1, final float[] p2)
- {
+ public static float[] midVec3(final float[] result, final float[] p1, final float[] p2) {
result[0] = (p1[0] + p2[0])*0.5f;
result[1] = (p1[1] + p2[1])*0.5f;
result[2] = (p1[2] + p2[2])*0.5f;
-
return result;
}
- /** Compute distance between 2 points
- * @param p0 a ref point on the line
- * @param vec vector representing the direction of the line
- * @param point the point to compute the relative distance of
- * @return distance float
- */
- public static float computeLength(final float[] p0, final float[] point)
- {
- final float w0 = point[0]-p0[0];
- final float w1 = point[1]-p0[1];
- final float w2 = point[2]-p0[2];
-
- return FloatUtil.sqrt(w0*w0 + w1*w1 + w2*w2);
- }
-
- /**Check equality of 2 vec3 vectors
- * @param v1 vertex 1
- * @param v2 vertex 2
- * @return
- */
- public static boolean checkEquality(final float[] v1, final float[] v2)
- {
- return Float.compare(v1[0], v2[0]) == 0 &&
- Float.compare(v1[1], v2[1]) == 0 &&
- Float.compare(v1[2], v2[2]) == 0 ;
- }
-
- /**Check equality of 2 vec2 vectors
- * @param v1 vertex 1
- * @param v2 vertex 2
- * @return
- */
- public static boolean checkEqualityVec2(final float[] v1, final float[] v2)
- {
- return Float.compare(v1[0], v2[0]) == 0 &&
- Float.compare(v1[1], v2[1]) == 0 ;
- }
-
- /** Compute the determinant of 3 vectors
+ /**
+ * Compute the determinant of 3 vectors
* @param a vector 1
* @param b vector 2
* @param c vector 3
* @return the determinant value
*/
- public static float computeDeterminant(final float[] a, final float[] b, final float[] c)
- {
+ public static float vec3Determinant(final float[] a, final float[] b, final float[] c) {
return a[0]*b[1]*c[2] + a[1]*b[2]*c[0] + a[2]*b[0]*c[1] - a[0]*b[2]*c[1] - a[1]*b[0]*c[2] - a[2]*b[1]*c[0];
}
- /** Check if three vertices are colliniear
+ /**
+ * Check if three vertices are colliniear
* @param v1 vertex 1
* @param v2 vertex 2
* @param v3 vertex 3
* @return true if collinear, false otherwise
*/
- public static boolean checkCollinear(final float[] v1, final float[] v2, final float[] v3)
- {
- return (computeDeterminant(v1, v2, v3) == VectorUtil.COLLINEAR);
+ public static boolean isVec3Collinear(final float[] v1, final float[] v2, final float[] v3) {
+ return FloatUtil.isZero( vec3Determinant(v1, v2, v3), FloatUtil.EPSILON );
}
- /** Compute Vector
- * @param vector storage for resulting Vector V1V2
- * @param v1 vertex 1
- * @param v2 vertex2 2
- */
- public static void computeVector(final float[] vector, final float[] v1, final float[] v2) {
- vector[0] = v2[0] - v1[0];
- vector[1] = v2[1] - v1[1];
- vector[2] = v2[2] - v1[2];
- }
-
- /** Check if vertices in triangle circumcircle
+ /**
+ * Check if vertices in triangle circumcircle
* @param a triangle vertex 1
* @param b triangle vertex 2
* @param c triangle vertex 3
@@ -403,7 +386,7 @@ public class VectorUtil {
* @return true if the vertex d is inside the circle defined by the
* vertices a, b, c. from paper by Guibas and Stolfi (1985).
*/
- public static boolean inCircle(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
+ public static boolean isInCircle(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
final float[] A = a.getCoord();
final float[] B = b.getCoord();
final float[] C = c.getCoord();
@@ -414,7 +397,8 @@ public class VectorUtil {
(D[0] * D[0] + D[1] * D[1]) * triArea(A, B, C) > 0;
}
- /** Computes oriented area of a triangle
+ /**
+ * Computes oriented area of a triangle
* @param a first vertex
* @param b second vertex
* @param c third vertex
@@ -428,7 +412,8 @@ public class VectorUtil {
return (B[0] - A[0]) * (C[1] - A[1]) - (B[1] - A[1]) * (C[0] - A[0]);
}
- /** Computes oriented area of a triangle
+ /**
+ * Computes oriented area of a triangle
* @param A first vertex
* @param B second vertex
* @param C third vertex
@@ -439,7 +424,8 @@ public class VectorUtil {
return (B[0] - A[0]) * (C[1] - A[1]) - (B[1] - A[1])*(C[0] - A[0]);
}
- /** Check if a vertex is in triangle using
+ /**
+ * Check if a vertex is in triangle using
* barycentric coordinates computation.
* @param a first triangle vertex
* @param b second triangle vertex
@@ -447,20 +433,20 @@ public class VectorUtil {
* @param p the vertex in question
* @return true if p is in triangle (a, b, c), false otherwise.
*/
- public static boolean vertexInTriangle(final float[] a, final float[] b, final float[] c,
+ public static boolean isVec3InTriangle(final float[] a, final float[] b, final float[] c,
final float[] p,
final float[] ac, final float[] ab, final float[] ap){
// Compute vectors
- computeVector(ac, a, c); //v0
- computeVector(ab, a, b); //v1
- computeVector(ap, a, p); //v2
+ subVec3(ac, c, a); //v0
+ subVec3(ab, b, a); //v1
+ subVec3(ap, p, a); //v2
// Compute dot products
- final float dot00 = dot(ac, ac);
- final float dot01 = dot(ac, ab);
- final float dot02 = dot(ac, ap);
- final float dot11 = dot(ab, ab);
- final float dot12 = dot(ab, ap);
+ final float dot00 = vec3Dot(ac, ac);
+ final float dot01 = vec3Dot(ac, ab);
+ final float dot02 = vec3Dot(ac, ap);
+ final float dot11 = vec3Dot(ab, ab);
+ final float dot12 = vec3Dot(ab, ap);
// Compute barycentric coordinates
final float invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
@@ -485,24 +471,24 @@ public class VectorUtil {
* @param tmpAP
* @return true if p1 or p2 or p3 is in triangle (a, b, c), false otherwise.
*/
- public static boolean vertexInTriangle3(final float[] a, final float[] b, final float[] c,
+ public static boolean isVec3InTriangle3(final float[] a, final float[] b, final float[] c,
final float[] p1, final float[] p2, final float[] p3,
final float[] tmpAC, final float[] tmpAB, final float[] tmpAP){
// Compute vectors
- computeVector(tmpAC, a, c); //v0
- computeVector(tmpAB, a, b); //v1
+ subVec3(tmpAC, c, a); //v0
+ subVec3(tmpAB, b, a); //v1
// Compute dot products
- final float dotAC_AC = dot(tmpAC, tmpAC);
- final float dotAC_AB = dot(tmpAC, tmpAB);
- final float dotAB_AB = dot(tmpAB, tmpAB);
+ final float dotAC_AC = vec3Dot(tmpAC, tmpAC);
+ final float dotAC_AB = vec3Dot(tmpAC, tmpAB);
+ final float dotAB_AB = vec3Dot(tmpAB, tmpAB);
// Compute barycentric coordinates
final float invDenom = 1 / (dotAC_AC * dotAB_AB - dotAC_AB * dotAC_AB);
{
- computeVector(tmpAP, a, p1); //v2
- final float dotAC_AP1 = dot(tmpAC, tmpAP);
- final float dotAB_AP1 = dot(tmpAB, tmpAP);
+ subVec3(tmpAP, p1, a); //v2
+ final float dotAC_AP1 = vec3Dot(tmpAC, tmpAP);
+ final float dotAB_AP1 = vec3Dot(tmpAB, tmpAP);
final float u1 = (dotAB_AB * dotAC_AP1 - dotAC_AB * dotAB_AP1) * invDenom;
final float v1 = (dotAC_AC * dotAB_AP1 - dotAC_AB * dotAC_AP1) * invDenom;
@@ -513,9 +499,9 @@ public class VectorUtil {
}
{
- computeVector(tmpAP, a, p2); //v2
- final float dotAC_AP2 = dot(tmpAC, tmpAP);
- final float dotAB_AP2 = dot(tmpAB, tmpAP);
+ subVec3(tmpAP, p1, a); //v2
+ final float dotAC_AP2 = vec3Dot(tmpAC, tmpAP);
+ final float dotAB_AP2 = vec3Dot(tmpAB, tmpAP);
final float u = (dotAB_AB * dotAC_AP2 - dotAC_AB * dotAB_AP2) * invDenom;
final float v = (dotAC_AC * dotAB_AP2 - dotAC_AB * dotAC_AP2) * invDenom;
@@ -526,9 +512,9 @@ public class VectorUtil {
}
{
- computeVector(tmpAP, a, p3); //v2
- final float dotAC_AP3 = dot(tmpAC, tmpAP);
- final float dotAB_AP3 = dot(tmpAB, tmpAP);
+ subVec3(tmpAP, p2, a); //v2
+ final float dotAC_AP3 = vec3Dot(tmpAC, tmpAP);
+ final float dotAB_AP3 = vec3Dot(tmpAB, tmpAP);
final float u = (dotAB_AB * dotAC_AP3 - dotAC_AB * dotAB_AP3) * invDenom;
final float v = (dotAC_AC * dotAB_AP3 - dotAC_AB * dotAC_AP3) * invDenom;
@@ -655,7 +641,9 @@ public class VectorUtil {
* @return the intersection coordinates if the lines intersect, otherwise
* returns null
*/
- public static float[] line2lineIntersection(final float[] result, final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d) {
+ public static float[] line2lineIntersection(final float[] result,
+ final Vert2fImmutable a, final Vert2fImmutable b,
+ final Vert2fImmutable c, final Vert2fImmutable d) {
final float determinant = (a.getX()-b.getX())*(c.getY()-d.getY()) - (a.getY()-b.getY())*(c.getX()-d.getX());
if (determinant == 0)
@@ -680,7 +668,8 @@ public class VectorUtil {
* @param e vertex 2 of first segment
* @return true if the segment intersects at least one segment of the triangle, false otherwise
*/
- public static boolean testTri2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c, final Vert2fImmutable d, final Vert2fImmutable e){
+ public static boolean testTri2SegIntersection(final Vert2fImmutable a, final Vert2fImmutable b, final Vert2fImmutable c,
+ final Vert2fImmutable d, final Vert2fImmutable e){
return testSeg2SegIntersection(a, b, d, e) ||
testSeg2SegIntersection(b, c, d, e) ||
testSeg2SegIntersection(a, c, d, e) ;