

On Wed, 6 Mar 2002 09:32:35 0600, "Shay" <sah### [at] simcopartscom> wrote:
> Thank you again, ABX. It seems that you are always waiting in a dark corner
> ready to jump out with a formula the way Ken is with a link.
but.... I have posted link too
> I never went to college, so most of the math I know is self tought. This
> leaves BIG holes in my math knowledge.
I love math. That's why 8th birthday of my dayghter will be 08.08.08 :)
> The formula you supplied will help a lot, because I will henceforth be
> adding a "weighted" switch to all of my vertex normalizing macros.
I strongly suggest to implement it as function to speed it up:
#include "functions.inc"
#local triangle_area_engine=function{(x+y+z)*(y+zx)*(x+yz)*(x+zy)/16}
#local triangle_area=
function(x1,y1,z1,x2,y2,z2,x3,y3,z3)
{sqrt(triangle_area_engine(
f_r(x2x1,y2y1,z2z1),
f_r(x3x2,y3y2,z3z2),
f_r(x3x1,y3y1,z3z1)
))};
all you need is to call this function with coordinates of vertices
(be careful  not tested)
it is general advice so I'm crossposting this to text.tutorials with
followups to p.b.i as previously
ABX
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