/// <summary>
 /// Set the rotations to be applied to the geometry in the buffer when it is
 /// subsequently rendered.
 /// </summary>
 /// <param name="rotationQuat">
 /// Quaternion describing the rotation to be used.
 /// </param>
 public virtual void SetRotation(Lunatics.Mathematics.Quaternion rotationQuat)
 {
     if (d_rotation != rotationQuat)
     {
         d_rotation    = rotationQuat;
         d_matrixValid = false;
     }
 }
 public static string ToString(Lunatics.Mathematics.Quaternion q)
 {
     return(String.Format("w:{0} x:{1} y:{2} z:{3}", q.W, q.X, q.Y, q.Z));
 }
Beispiel #3
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 /// <summary>
 /// Set the rotation quaternion to be used when rendering the RenderingWindow
 /// back onto it's owning RenderingSurface.
 /// </summary>
 /// <param name="rotation">
 /// Quaternion object describing the rotation.
 /// </param>
 public void SetRotation(Lunatics.Mathematics.Quaternion rotation)
 {
     d_rotation = rotation;
     d_geometry.SetRotation(d_rotation);
 }