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 | | using UnityEngine; |  |   |  | /// <summary> |  | /// 3D四边形 |  | /// </summary> |  | public class QuadrAngle3D { |  |   |  |     public Triangle3D[] triangles; |  |   |  |     public QuadrAngle3D(Vector3[] points) { |  |   |  |         if (points == null) { |  |             return; |  |         } |  |   |  |         if (points.Length < 3) { |  |             return; |  |         } |  |   |  |         if (points.Length % 3 != 0) { |  |             return; |  |         } |  |   |  |         int _triangleCount = points.Length / 3; |  |         triangles = new Triangle3D[_triangleCount]; |  |         for (int i = 0; i < _triangleCount; ++i) { |  |             triangles[i] = new Triangle3D(points[i * 3], |  |                                           points[i * 3 + 1], |  |                                           points[i * 3 + 2]); |  |         } |  |   |  |     } |  |   |  | } | 
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