public CockpitFuselage(Nose nose, float length, float baseScale, float bend) { Fuselage = Extrusion.Extrude <V, P> (false, false, nose.XSection, nose.XSection.Transform(Mat.Translation <Mat4> (0f, 0, -length) * Mat.Scaling <Mat4> (1f, baseScale, baseScale))); Fuselage = Composite.Create(Stacking.StackBackward(nose.Cone, Fuselage)); XSection = Path <P, Vec3> .FromVecs( from v in Fuselage.Vertices.Furthest (Dir3D.Back) where v.position.Y >= -0.2f select v.position).Close(); var pivotPoint = XSection.Vertices.Furthest(Dir3D.Up).First().position; Fuselage = Fuselage.ManipulateVertices( Manipulators.Transform <V> (Mat.RotationX <Mat4> (bend.Radians()).RelativeTo(pivotPoint)) .Where(v => v.position.Z > pivotPoint.Z), true) .Color(_color); XSectionStart = XSection.Vertices.Furthest(Dir3D.Down + Dir3D.Left).Single(); XSection = XSection.RenumberNodes(XSection.Vertices.IndexOf(XSectionStart)).Open(); }