class-description
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Object
Triangle3
public Vector3 a<>():Vector3 public
public Vector3 b<>():Vector3 public
public Vector3 c<>():Vector3 public
public Triangle3 Triangle3<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
Vector3 c=,
c:Vector3=,
):Triangle3 public
public Void SetFrom<>(
MeshGeometry mg=,
mg:MeshGeometry=,
int a=,
a:int=,
int b=,
b:int=,
int c=,
c:int=,
):Void public
static public Triangle3 CreateFrom<>(
List<Vector3> points=,
points:List<Vector3>=,
int offset=,
offset:int=,
):Triangle3 static public
static public Triangle3 CreateFrom<>(
MeshGeometry mg=,
mg:MeshGeometry=,
int a=,
a:int=,
int b=,
b:int=,
int c=,
c:int=,
):Triangle3 static public
static public Triangle3 CreateFrom<>(
MeshGeometry mg=,
mg:MeshGeometry=,
int triangleIndex=,
triangleIndex:int=,
):Triangle3 static public
public Void SetFrom<>(
MeshGeometry mg=,
mg:MeshGeometry=,
int triangleIndex=,
triangleIndex:int=,
):Void public
public float get_perimeter<>():float public
public float get_semiperimeter<>():float public
public Void NeedsUpdate<>():Void public
public Vector3 get_center<>():Vector3 public
public Sphere get_boundingSphere<>():Sphere public
static public float ComputeTriangleArea<>(
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
Vector3 c=,
c:Vector3=,
):float static public
public float get_area<>():float public
public bool Intersects<>(
Line3 line=,
line:Line3=,
):bool public
public Nullable<Vector3> GetIntersection<>(
Line3 line=,
line:Line3=,
):Nullable<Vector3> public
public bool PointInside<>(
Vector3 p=,
p:Vector3=,
):bool public
public Vector3 ClosestPoint<>(
Vector3 p=,
p:Vector3=,
):Vector3 public
public Nullable<Vector3> GetPointOnPlaneInsideTriangle<>(
Vector3 p=,
p:Vector3=,
):Nullable<Vector3> public
public Vector3 ClosestPointToEdges<>(
Vector3 p=,
p:Vector3=,
):Vector3 public
public Vector3 ClosestPoint<>(
Line3 line=,
line:Line3=,
):Vector3 public
public float GetHeightOfPoint<>(
int i=,
i:int=,
):float public
public float GetArea<>(
int i=,
i:int=,
):float public
public LerpCurve3 GetOutline<>():LerpCurve3 public
public List<Vector3> get_points<>():List<Vector3> public
public Vector3 GetPoint<>(
int i=,
i:int=,
):Vector3 public
public Line3 GetEdge<>(
int i=,
i:int=,
):Line3 public
public float GetEdgeLength<>(
int i=,
i:int=,
):float public
public float get_longestEdgeLength<>():float public
public float get_shortestEdgeLength<>():float public
public Line3 GetIntersectionLine<>(
Triangle3 other=,
other:Triangle3=,
):Line3 public
public bool Intersects<>(
Triangle3 other=,
other:Triangle3=,
):bool public
public Void Rotate<>(
Quaternion q=,
q:Quaternion=,
Nullable<Vector3> pivot=,
pivot:Nullable<Vector3>=,
):Void public
public Triangle3 Clone<>():Triangle3 public
public Vector3 get_normal<>():Vector3 public
public Quaternion GetXZAlignmentRotation<>():Quaternion public
public Void ScaleFromCenter<>(
float scale=,
scale:float=,
):Void public
public Triangle3 Shrink<>(
float distance=,
distance:float=,
):Triangle3 public
public Triangle3 Offset<>(
float distance=,
distance:float=,
):Triangle3 public
public Void Translate<>(
Vector3 translation=,
translation:Vector3=,
):Void public
static public Triangle3 XYasXZ<>(
Triangle2 t=,
t:Triangle2=,
):Triangle3 static public
public List<Triangle3> CenterSplit<>():List<Triangle3> public
public Void GetSubdivisionPoints<>(
List<Vector3> output=,
output:List<Vector3>=,
float minArea=,
minArea:float=,
):Void public
static public bool InsideTriangle<>(
Vector3 point=,
point:Vector3=,
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
Vector3 c=,
c:Vector3=,
):bool static public
static public Nullable<Vector3> GetBaryCentricCoordinate<>(
Vector3 point=,
point:Vector3=,
Vector3 a=,
a:Vector3=,
Vector3 b=,
b:Vector3=,
Vector3 c=,
c:Vector3=,
):Nullable<Vector3> static public
public Nullable<Vector3> GetBaryCentricCoordinate<>(
Vector3 point=,
point:Vector3=,
):Nullable<Vector3> public
public Nullable<Vector4> Lerp<>(
Vector3 p=,
p:Vector3=,
Vector4 x=,
x:Vector4=,
Vector4 y=,
y:Vector4=,
Vector4 z=,
z:Vector4=,
):Nullable<Vector4> public
public Nullable<Vector3> Lerp<>(
Vector3 p=,
p:Vector3=,
Vector3 x=,
x:Vector3=,
Vector3 y=,
y:Vector3=,
Vector3 z=,
z:Vector3=,
):Nullable<Vector3> public
public Nullable<Vector2> Lerp<>(
Vector3 p=,
p:Vector3=,
Vector2 x=,
x:Vector2=,
Vector2 y=,
y:Vector2=,
Vector2 z=,
z:Vector2=,
):Nullable<Vector2> public
public Nullable<float> Lerp<>(
Vector3 p=,
p:Vector3=,
float x=,
x:float=,
float y=,
y:float=,
float z=,
z:float=,
):Nullable<float> public












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