using UnityEngine; /// /// 3D四边形 /// 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]); } } }