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