public void CreateRotation(_TransformOrientation orient, float valueDegrees) { float rValue = MathHelper.ToRadians(valueDegrees); if (orient == _TransformOrientation.X) { this.world *= Matrix.CreateRotationX(rValue); } else if (orient == _TransformOrientation.Y) { this.world *= Matrix.CreateRotationY(rValue); } else if (orient == _TransformOrientation.Z) { this.world *= Matrix.CreateRotationZ(rValue); } foreach (_Quad w in sides) { w.SetMatrix(this.world); } foreach (_Quad w in backHelixSides) { w.SetMatrix(this.world); } foreach (_Quad w in topHelixSides) { w.SetMatrix(this.world); } }
public void CreateRotation(_TransformOrientation orient, float valueDegrees) { float rValue = MathHelper.ToRadians(valueDegrees); if (orient == _TransformOrientation.X) { this.world *= Matrix.CreateRotationX(rValue); } else if (orient == _TransformOrientation.Y) { this.world *= Matrix.CreateRotationY(rValue); } else if (orient == _TransformOrientation.Z) { this.world *= Matrix.CreateRotationZ(rValue); } }