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 }
public void TransformUpdate(TransformOps ops) { }