private void BlockPathFaces(IFaceEdgePath path) { foreach (var face in path.AsFacePath()) { _faceBlockedStates[face] = true; _dynamicMesh.RebuildFace(face, _triangulationBlocked); } }
private void ClearPreviousPickState() { if (_startFace) { if (_path == null || _path.Count == 0) { _dynamicMesh.RebuildFace(_startFace, _triangulationNormal); } else { foreach (var face in _path.AsFacePath()) { _dynamicMesh.RebuildFace(face, _triangulationNormal); } } } }