Game Development Reference
In-Depth Information
(
)
P
=− −
1
ww
P
+
w
P
+
w
P
1
2
0
1
1
2
2
(
)
(
)
=+
P
w
P
− +
P
w
P
P
.
(6.55)
0
1
1
0
2
2
0
We perform the remainder of our calculations relative to the point P by defining
RPP
QPP
Q
=−
=−
=−
0
1
1
0
PP .
(6.56)
2
2
0
Equation (6.55) now becomes
RQ Q .
=
ww
+
(6.57)
11
2 2
Taking the dot product of both sides of Equation (6.57) first with
Q and then
with Q gives us the two equations
2
(
)
RQ
=
wQ
+
w
Q Q
1
1
1
2
1
2
(
)
RQ
=
w
Q Q
+
w Q
2
,
(6.58)
2
1
1
2
2
2
which are written in matrix form as
2
1
Q
QQ
w
Qw
  
RQ
1
2
1
1
=
RQ .
(6.59)
  
QQ
2
  
1
2
2
2
2
We can now easily solve for
w and
w as follows.
1
2
1
w
Q
QQ
RQ

 
1
2
1
1
=

 
2
w
QQ
Q
RQ

 
−⋅
2
1
2
2
2
2
2
1
Q
QQ

RQ
1
2
1
=
RQ
(6.60)

22
(
)
2
2
QQ
−⋅
QQ
−⋅
QQ
Q

12
1
2
1
2
1
2
The point R lies inside the triangle if and only if all three weights
w ,
w , and
w
are nonnegative. Since
.
If the vertices P , P , and P have any associated attributes, such as a color or
texture coordinate set, then the interpolated value of those attributes at the point
R can be calculated using the weights
www
=−
, this implies that
ww
+≤
1
0
1
2
1
2
w ,
w , and
w . For instance, if the texture
coordinates
,
t
,
,
t
, and
,
t
are associated with the vertices P , P , and
s
s
s
00
11
22
P , then the texture coordinates
s t at the point R are given by
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