private void UpdateMesh(TransformOps ops)
        {
            for (int i = 0; i < mesh.vertices.Length; i++)
            {
                mesh.vertices[i] = object3D.transform.Rotation.RotateVector3(staticMesh.vertices[i] * object3D.transform.Scale) + object3D.transform.Location;
                if (i < staticMesh.vertexNormalCoords.Length)
                {
                    mesh.vertexNormalCoords[i] = object3D.transform.Rotation.RotateVector3(staticMesh.vertexNormalCoords[i] * object3D.transform.Scale) + object3D.transform.Location;
                }
            }

            if ((ops & TransformOps.Rotation) != 0)
            {
                mesh.CalculateFaceNormals();
            }
        }
 private void UpdateMesh(TransformOps ops)
 {
     //Probably want to point mc.updatemeshdelegate at nothing and then have this
     //be not an updatemeshdelegate and be called only when the pose changes
     //then f**k with the transformedmesh
 }
Exemple #3
0
 public void TransformUpdate(TransformOps ops)
 {
 }