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- public static float barryCentric(Vector3f p1, Vector3f p2, Vector3f p3, Vector2f pos) {
- float det = (p2.z - p3.z) * (p1.x - p3.x) + (p3.x - p2.x) * (p1.z - p3.z);
- float l1 = ((p2.z - p3.z) * (pos.x - p3.x) + (p3.x - p2.x) * (pos.y - p3.z)) / det;
- float l2 = ((p3.z - p1.z) * (pos.x - p3.x) + (p1.x - p3.x) * (pos.y - p3.z)) / det;
- float l3 = 1.0f - l1 - l2;
- return l1 * p1.y + l2 * p2.y + l3 * p3.y;
- }
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