private void RotateFromCircuittoBE(ref Vec3f vector, ref BlockFacing facing, Vec3f center) { Vec3f rotation = SignalsUtils.FacingToRotation(this.orientation, this.facing); if (vector != null) { SignalsUtils.RotateVector(ref vector, 0, 0, rotation.Z, center); SignalsUtils.RotateVector(ref vector, 0, rotation.Y, 0, center); SignalsUtils.RotateVector(ref vector, rotation.X, 0, 0, center); } if (facing != null) { facing = facing.FaceWhenRotatedBy(0, 0, rotation.Z * GameMath.DEG2RAD); facing = facing.FaceWhenRotatedBy(0, rotation.Y * GameMath.DEG2RAD, 0); facing = facing.FaceWhenRotatedBy(rotation.X * GameMath.DEG2RAD, 0, 0); } }