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- Vector3 GetCircumCentre(Vector3 a, Vector3 b, Vector3 c) {
- Vector3 p1 = (c - a).sqrMagnitude * Vector3.Cross (Vector3.Cross (c - a,b - a), b - a);
- Vector3 p2 = (b - a).sqrMagnitude * Vector3.Cross (Vector3.Cross (b - a, c - a), c - a);
- float div = 2 * Vector3.Cross (b - a, c - a).sqrMagnitude;
- Vector3 centre = a - (p1 + p2) / div;
- return centre;
- }
- float GetRadius(Vector3 a, Vector3 b, Vector3 c) {
- float lenA = Vector3.Distance (a, b);
- float lenB = Vector3.Distance (b, c);
- float lenC = Vector3.Distance (c, a);
- float s = (lenA + lenB + lenC) * .5f;
- return (lenA*lenB*lenC)/(4*Mathf.Sqrt(s*(lenA+lenB-s)*(lenA+lenC-s)*(lenB+lenC-s)));
- }
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