public void SetRotation(ref Quaternion rotation, IMDrawAxis axis) { switch (axis) { case IMDrawAxis.X: m_Rotation = rotation * AXIS_X_ROTATION; break; //case IMDrawAxis.Y: outRotation = inRotation; break; case IMDrawAxis.Z: m_Rotation = rotation * AXIS_Z_ROTATION; break; default: m_Rotation = rotation; break; } }
public float m_T; // Time remaining public static void SetRotationAxis(out Quaternion outRotation, ref Quaternion inRotation, IMDrawAxis axis) { // Assumes Y-axis is default switch (axis) { case IMDrawAxis.X: outRotation = inRotation * AXIS_X_ROTATION; break; //case IMDrawAxis.Y: outRotation = inRotation; break; case IMDrawAxis.Z: outRotation = inRotation * AXIS_Z_ROTATION; break; default: outRotation = inRotation; break; } }