/// <summary> /// Set the indices into the relevant vertex array for this /// triangle. Also sets the plane and bounding box /// </summary> /// <param name="i0"></param> /// <param name="i1"></param> /// <param name="i2"></param> /// <param name="vertexArray"></param> public void SetVertexIndices(int i0, int i1, int i2, Vector3[] vertexArray) { vertexIndices0 = i0; vertexIndices1 = i1; vertexIndices2 = i2; plane = new JigLibOpenTK.Plane(vertexArray[i0], vertexArray[i1], vertexArray[i2]); }
/// <summary> /// Constructor /// </summary> /// <param name="i0"></param> /// <param name="i1"></param> /// <param name="i2"></param> /// <param name="vertexArray"></param> public IndexedTriangle(int i0, int i1, int i2, List<Vector3> vertexArray) { counter = 0; vertexIndices0 = i0; vertexIndices1 = i1; vertexIndices2 = i2; convexFlags = unchecked((ushort)~0); // TODO check this plane = new JigLibOpenTK.Plane(vertexArray[i0], vertexArray[i1], vertexArray[i2]); }
/// <summary> /// Constructor /// </summary> /// <param name="i0"></param> /// <param name="i1"></param> /// <param name="i2"></param> /// <param name="vertexArray"></param> public IndexedTriangle(int i0, int i1, int i2, List <Vector3> vertexArray) { counter = 0; vertexIndices0 = i0; vertexIndices1 = i1; vertexIndices2 = i2; convexFlags = unchecked ((ushort)~0); // TODO check this plane = new JigLibOpenTK.Plane(vertexArray[i0], vertexArray[i1], vertexArray[i2]); }