4 #include "./triangle.h"
6 triangle_t equilateral_triangle(point_t position, float radius, float angle)
8 const float d = PI_2 / 3.0f;
10 const triangle_t result = {
11 .p1 = vec_sum(position, vec(cosf(0.0f + angle) * radius, sinf(0.0f + angle) * radius)),
12 .p2 = vec_sum(position, vec(cosf(d + angle) * radius, sinf(d + angle) * radius)),
13 .p3 = vec_sum(position, vec(cosf(2.0f * d + angle) * radius, sinf(2.0f * d + angle) * radius))