The first corner of the triangle. Default is a Vector3 at (0, 0, 0).
The second corner of the triangle. Default is a Vector3 at (0, 0, 0).
The final corner of the triangle. Default is a Vector3 at (0, 0, 0).
Read-only flag to check if a given object is of type Triangle.
Returns the closest point on the triangle to point.
Algorithm thanks to Real-Time Collision Detection by Christer Ericson, published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc., under the accompanying license; see chapter 5.1.5 for detailed explanation. basically, we're distinguishing which of the voronoi regions of the triangle the point lies in with the minimum amount of redundant computation.
The closest point.
Compute the uv coordinates for the given point on the triangle.
The UV coordinate
The point on the triangle.
The uv coordinate of the triangle's first vertex.
The uv coordinate of the triangle's second vertex.
The uv coordinate of the triangle's third vertex.
Optional
target: Vector2— (optional) The result will be copied into this Vector2
Sets the triangle's vectors to the vectors in the array.
This instance
Array of Vector3s
index into points array
index into points array
index into points array
Static
containsStatic
getStatic
getStatic
getUVStatic
is
A geometric triangle as defined by three Vector3s representing its three corners.