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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]); 
 |          } 
 |    
 |      } 
 |    
 |  } 
 |  
  |