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)); }
public static bool IsClockwiseMargin(Vector3 a, Vector3 b, Vector3 c) { return(VectorMath.IsClockwiseMarginXZ(a, b, c)); }
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)); }