public static bool ContainsPoint(TriangleMeshNode node, Vector3 pos, Int3[] vertices)
 {
     if (!VectorMath.IsClockwiseMarginXZ((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], (Vector3)vertices[node.v2]))
     {
         UnityEngine.Debug.LogError("Noes!");
     }
     return((VectorMath.IsClockwiseMarginXZ((Vector3)vertices[node.v0], (Vector3)vertices[node.v1], pos) && VectorMath.IsClockwiseMarginXZ((Vector3)vertices[node.v1], (Vector3)vertices[node.v2], pos)) && VectorMath.IsClockwiseMarginXZ((Vector3)vertices[node.v2], (Vector3)vertices[node.v0], pos));
 }
Exemple #2
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 public static bool IsClockwiseMargin(Vector3 a, Vector3 b, Vector3 c)
 {
     return(VectorMath.IsClockwiseMarginXZ(a, b, c));
 }
Exemple #3
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 public static bool ContainsPointXZ(Vector3 a, Vector3 b, Vector3 c, Vector3 p)
 {
     return((VectorMath.IsClockwiseMarginXZ(a, b, p) && VectorMath.IsClockwiseMarginXZ(b, c, p)) && VectorMath.IsClockwiseMarginXZ(c, a, p));
 }