class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS 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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