/// <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)); }
/// <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); }