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[JASS] Better way to do IsPointInTriangleInInscribledTriangle??

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Level 31
Jul 10, 2007
Better way to do IsPointInInscribledTriangleInTriangle??

This little snippet will see if a point is in a right triangle that is inscribed into a right triangle given a distance of x.

This was used to create attack paths for motion, which adds more realism to combat. I'll probably eventually change all of these triangles into arcs >.>.

ax, ay, bx, by, cx, cy are the triangles edges. The triangle is always a right triangle (or should be lest I kill u, fuahaha)

px and py is the point to test for

percent (0<=percent<=1) is the distance of one of the legs for the inscribed triangle (might be x, might be y, who the hell knows, lol).

The triangle can be rotated any which way, which is what adds to the confusion : P.
library IsPointInInscribedTriangle uses IsPointInTriangle
    function IsPointInInscribedTriangle takes real ax, real ay, real bx, real by, real cx, real cy, real px, real py, real percent returns boolean
        local real abx = ax-bx
        local real aby = ay-by
        local real ab = SquareRoot(abx*abx+aby*aby)
        local real bcx = bx-cx
        local real bcy = by-cy
        local real bc = SquareRoot(bcx*bcx+bcy*bcy)
        local real acx = ax-cx
        local real acy = ay-cy
        local real ac = SquareRoot(acx*acx+acy*acy)
        local real hyp
        local real short
        local real long
        local real angle
        local real y
        local real rootX
        local real rootY
        if (ab > bc and ab > ac) then
            set hyp = ab
            if (bc > ac) then
                set long = bc
                set short = ac
                set long = ac
                set short = bc
            set rootX = cx
            set rootY = cy
        elseif (bc > ac) then
            set hyp = bc
            if (ab > ac) then
                set long = ab
                set short = ac
                set long = ac
                set short = ab
            set rootX = ax
            set rootY = ay
            set hyp = ac
            if (ab > bc) then
                set long = ab
                set short = bc
                set long = bc
                set short = ac
            set rootX = bx
            set rootY = by
        set percent = percent*short
        set angle = bj_PI/2-Atan2(short, long)
        set y = Sin(bj_PI/2-angle)/(Sin(angle)/percent)
        return IsPointInTriangle(rootX, rootY, rootX+percent, rootY, rootX, rootY+y, px, py)

So I'm wondering if there is a more efficient way to do the above? I know I don't need the hypotenuse and crap (will remove those extra things), but I'm wondering about different techniques all together.

The motion is created by slowly increasing percent until it's 1.
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