public static bool CheckColisionLookAt(Vector3 t1a, Vector3 t1b, Vector3 t1c, Vector3 t2a, Vector3 t2b, Vector3 t2c)
{//performs a transformation and checks if all points of the one triangle are under the other triangle after the transformation
Matrix m = Matrix.CreateLookAt(t1a, t1b, t1c - t1a);
t1a = Vector3.Transform(t1a, m);// (0, 0, 0)
if ( ZERRO < Math.Abs(t1a.X)|| ZERRO < Math.Abs(t1a.Y) || ZERRO < Math.Abs(t1a.Z))
throw new Exception();
t1b = Vector3.Transform(t1b, m);// (0, 0, maxZ)
if (ZERRO < Math.Abs(t1a.X) || ZERRO < Math.Abs(t1a.Y))
throw new Exception();
t1c = Vector3.Transform(t1c, m);// (0, maxY, someZ)
if (ZERRO < Math.Abs(t1a.X))
throw new Exception();
t2a = Vector3.Transform(t2a, m);
t2b = Vector3.Transform(t2b, m);
t2c = Vector3.Transform(t2c, m);
if (t2a.Y < 0 && t2b.Y < 0 && t2c.Y < 0)
return false;
return true;
}
Can someone please modify this so it could work in Unity?