float TriangleArea (float v0x, float v0y, float v1x, float v1y, float v2x, float v2y) { return Mathf.Abs ((v0x * v1y + v1x * v2y + v2x * v0y - v1x * v0y - v2x * v1y - v0x * v2y) / 2f); } public bool IsINTriangle (Vector3 point, Vector3 v0, Vector3 v1, Vector3 v2) { float x = point.x; float y = point.z; float v0x = v0.x; float v0y = v0.z; float v1x = v1.x; float v1y = v1.z; float v2x = v2.x; float v2y = v2.z; float t = TriangleArea (v0x, v0y, v1x, v1y, v2x, v2y); float a = TriangleArea (v0x, v0y, v1x, v1y, x, y) + TriangleArea (v0x, v0y, x, y, v2x, v2y) + TriangleArea (x, y, v1x, v1y, v2x, v2y); if (Mathf.Abs (t - a) <= 0.01f) { return true; } else { return false; } }