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- float sign (fPoint p1, fPoint p2, fPoint p3)
- {
- return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y);
- }
- bool PointInTriangle (fPoint pt, fPoint v1, fPoint v2, fPoint v3)
- {
- bool b1, b2, b3;
- b1 = sign(pt, v1, v2) < 0.0f;
- b2 = sign(pt, v2, v3) < 0.0f;
- b3 = sign(pt, v3, v1) < 0.0f;
- return ((b1 == b2) && (b2 == b3));
- }
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