private double ComputeTriangleArea(MeshData.Triangle t) { var A = m_cacheData.vertices[t.a].position; var B = m_cacheData.vertices[t.b].position; var C = m_cacheData.vertices[t.c].position; return(0.5f * Vector3.Cross(B - A, C - A).magnitude); }
protected MeshData.Vertex Interpolate(MeshData.Triangle triangle, Vector2 p) { return(Interpolate(m_cacheData.vertices[triangle.a], m_cacheData.vertices[triangle.b], m_cacheData.vertices[triangle.c], p)); }