A Triangle2d represents a triangle in 2D space, and is defined by its three
vertices. This module contains triangle-related functionality such as:
Triangles can be constructed by passing a tuple of vertices to the Triangle2d
constructor, for example
exampleTriangle =
Triangle2d
( Point2d ( 1, 1 )
, Point2d ( 2, 1 )
, Point2d ( 1, 3 )
)Get the edges of a triangle: from the first vertex to the second, from the second to the third, and from the third back to the first.
( e1, e2, e3 ) =
Triangle2d.edges exampleTriangle
--> e1 = LineSegment2d ( Point2d ( 1, 1 ), Point2d ( 2, 1 ) )
--> e2 = LineSegment2d ( Point2d ( 2, 1 ), Point2d ( 1, 3 ) )
--> e3 = LineSegment2d ( Point2d ( 1, 3 ), Point2d ( 1, 1 ) )Get the centroid (center of mass) of a triangle.
Triangle2d.centroid exampleTriangle
--> Point2d ( 1.3333, 1.6667 )Check whether a given point is inside a given triangle.
interiorPoint =
Point2d ( 1.5, 1.5 )
Triangle2d.contains interiorPoint exampleTriangle
--> True
Triangle2d.contains Point2d.origin exampleTriangle
--> FalseIt does not matter whether the triangle's vertices are in clockwise or counterclockwise order.
Get the area of a triangle. The result will always be positive regardless of whether the triangle's vertices are in clockwise or counterclockwise order.
Triangle2d.area exampleTriangle
--> 1.0Get the signed area of a triangle, returning a positive value if the triangle's vertices are in counterclockwise order and a negative value otherwise.
Triangle2d.counterclockwiseArea exampleTriangle
--> 1.0Get the signed area of a triangle, returning a positive value if the triangle's vertices are in clockwise order and a negative value otherwise.
Triangle2d.clockwiseArea exampleTriangle
--> -1.0Transforming a triangle is equivalent to transforming its vertices.
Scale a triangle about a given point by a given scale.
Triangle2d.scaleAbout Point2d.origin 2 exampleTriangle
--> Triangle2d
--> ( Point2d ( 2, 2 )
--> , Point2d ( 4, 2 )
--> , Point2d ( 2, 6 )
--> )Note that scaling by a negative value will result in the 'winding direction' of the triangle being flipped - if the triangle's vertices were in counterclockwise order before the negative scaling, they will be in clockwise order afterwards and vice versa.
Rotate a triangle around a given point by a given angle (in radians).
Triangle2d.rotateAround Point2d.origin (degrees 90) exampleTriangle
--> Triangle2d
--> ( Point2d ( -1, 1 )
--> , Point2d ( -1, 2 )
--> , Point2d ( -3, 1 )
--> )Translate a triangle by a given displacement.
displacement =
Vector2d ( 2, -3 )
Triangle2d.translateBy displacement exampleTriangle
--> Triangle2d
--> ( Point2d ( 3, -2 )
--> , Point2d ( 4, -2 )
--> , Point2d ( 3, 0 )
--> )Mirror a triangle across a given axis.
Triangle2d.mirrorAcross Axis2d.y exampleTriangle
--> Triangle2d
--> ( Point2d ( -1, 1 )
--> , Point2d ( -2, 1 )
--> , Point2d ( -1, 3 )
--> )Note that mirroring a triangle will result in its 'winding direction' being flipped - if the triangle's vertices were in counterclockwise order before mirroring, they will be in clockwise order afterwards and vice versa.
Transform each vertex of a triangle by a given function and create a new
triangle from the resulting points. Most other transformation functions can be
defined in terms of map; for example,
Triangle.mirrorAcross Axis2d.x triangleis equivalent to
Triangle.map (Point2d.mirrorAcross Axis2d.x) triangleFunctions for transforming triangles between local and global coordinates in different coordinate frames.
Take a triangle defined in global coordinates, and return it expressed in local coordinates relative to a given reference frame.
localFrame =
Frame2d.at (Point2d ( 1, 2 ))
Triangle2d.relativeTo localFrame exampleTriangle
--> Triangle2d
--> ( Point2d ( 0, -1 )
--> , Point2d ( 1, -1 )
--> , Point2d ( 0, 1 )
--> )Take a triangle considered to be defined in local coordinates relative to a given reference frame, and return that triangle expressed in global coordinates.
localFrame =
Frame2d.at (Point2d ( 1, 2 ))
Triangle2d.placeIn localFrame exampleTriangle
--> Triangle2d
--> ( Point2d ( 2, 3 )
--> , Point2d ( 3, 3 )
--> , Point2d ( 2, 5 )
--> )Take a triangle defined in 2D coordinates within a particular sketch plane and return the corresponding triangle in 3D.
Triangle2d.placeOnto SketchPlane3d.xz exampleTriangle
--> Triangle3d
--> ( Point3d ( 1, 0, 1 )
--> , Point3d ( 2, 0, 1 )
--> , Point3d ( 1, 0, 3 )
--> )Get the minimal bounding box containing a given triangle.
Triangle2d.boundingBox exampleTriangle
--> BoundingBox2d
--> { minX = 1
--> , maxX = 2
--> , minY = 1
--> , maxY = 3
--> }
Get the vertices of a triangle.