public List <short> TriangulateAndReturnIndices()
        {
            EarClipping EarClipper = new EarClipping();

            EarClipper.SetPoints(Vertices, null, Normal);
            EarClipper.Triangulate();
            var Result = EarClipper.Result;

            List <short> Indices = new List <short>();

            for (short Index = 0; Index < Result.Count; Index++)
            {
                Vector3m Vertex = Result[Index];
                for (short IndexPoint = 0; IndexPoint < Vertices.Count; IndexPoint++)
                {
                    if (Vertex.Equals(Vertices[IndexPoint]))
                    {
                        Indices.Add(IndexPoint);
                    }
                }
            }
            return(Indices);
        }
    /**
     * 建立自訂義的Mesh
     */
    public void CreateEarClippingMesh(List <Vector3> posList, float height, MeshFilter meshFilter)
    {
        Mesh mesh = new Mesh();

        meshFilter.mesh = mesh;
        mesh.Clear();

        //EarClipping
        EarClipperLib.EarClipping     earClipping = new EarClipperLib.EarClipping();
        List <EarClipperLib.Vector3m> points      = new List <EarClipperLib.Vector3m>();

        for (int i = 0; i < posList.Count; i++)
        {
            EarClipperLib.Vector3m point = new EarClipperLib.Vector3m(posList[i].x, posList[i].y, posList[i].z);
            points.Add(point);
        }
        earClipping.SetPoints(points);
        earClipping.Triangulate();
        var res = earClipping.Result;

        res.Reverse();
        int vert = 0;

        #region Vertices
        Vector3[] vertices = new Vector3[res.Count * 2 + 6 * posList.Count];
        //Top cap
        for (int i = 0; i < res.Count; i += 3)
        {
            vertices[vert++] = new Vector3(res[i].X, res[i].Y, res[i].Z);
            vertices[vert++] = new Vector3(res[i + 1].X, res[i + 1].Y, res[i + 1].Z);
            vertices[vert++] = new Vector3(res[i + 2].X, res[i + 2].Y, res[i + 2].Z);
        }
        //Buttom cap
        for (int i = 0; i < res.Count; i += 3)
        {
            vertices[vert++] = new Vector3(res[i + 2].X, res[i + 2].Y, res[i + 2].Z) - Vector3.up * height;
            vertices[vert++] = new Vector3(res[i + 1].X, res[i + 1].Y, res[i + 1].Z) - Vector3.up * height;
            vertices[vert++] = new Vector3(res[i].X, res[i].Y, res[i].Z) - Vector3.up * height;
        }        // Sides
        for (int i = 0; i < posList.Count; i++)
        {
            vertices[vert++] = posList[i];
            vertices[vert++] = posList[(i + 1) % posList.Count];
            vertices[vert++] = posList[i] - Vector3.up * height;


            vertices[vert++] = posList[i] - Vector3.up * height;
            vertices[vert++] = posList[(i + 1) % posList.Count];
            vertices[vert++] = posList[(i + 1) % posList.Count] - Vector3.up * height;
        }
        #endregion
        #region Normales
        Vector3[] normales = new Vector3[vertices.Length];
        vert = 0;
        for (int i = 0; i < normales.Length; i += 3)
        {
            Vector3 nor = Vector3.Cross(vertices[i + 1] - vertices[i], vertices[i + 2] - vertices[i]).normalized;
            for (int j = 0; j < 3; j++)
            {
                normales[vert++] = nor;
            }
        }
        #endregion
        #region Triangles
        int[] triangles = new int[vertices.Length];
        vert = 0;
        for (int i = 0; i < triangles.Length; i++)
        {
            triangles[vert++] = i;
        }
        #endregion
        mesh.vertices  = vertices;
        mesh.normals   = normales;
        mesh.triangles = triangles;

        mesh.RecalculateBounds();
    }