private void AddRayInFacetedMesh(FacetedMesh mesh, RayTrans rayTrans, ref List<RayHit> rayHits)
{
if (mesh != null)
{
foreach (Face face in mesh.Faces)
{
for (int i = 0; i < face.Indices.Count; i += 3)
{
Tri triangle = new Tri();
triangle.p1 = face.Vertices[face.Indices[i]].Position;
triangle.p2 = face.Vertices[face.Indices[i + 1]].Position;
triangle.p3 = face.Vertices[face.Indices[i + 2]].Position;
AddRayInTri(triangle, rayTrans, ref rayHits);
}
}
}
}