private void removeModelRotation() { //Rotate the model back to 0 //VertexRotator.rotateVertexList(ref vertexList, // MathHelper.ToRadians(-prevModelXRot), MathHelper.ToRadians(-prevModelYRot), MathHelper.ToRadians(-prevModelZRot)); VertexRotator.rotateVertexList(ref vertexList, MathHelper.ToRadians(-prevModelXRot), 0, 0); VertexRotator.rotateVertexList(ref vertexList, 0, MathHelper.ToRadians(-prevModelYRot), 0); VertexRotator.rotateVertexList(ref vertexList, 0, 0, MathHelper.ToRadians(-prevModelZRot)); }
private void applyModelRotation() { //Store the amount of cahnge in shorter variables /*var xChanged = xRot - prevModelXRot; * var yChanged = yRot - prevModelYRot; * var zChanged = zRot - prevModelZRot;*/ //Rotate the model back to 0 //VertexRotator.rotateVertexList(ref vertexList, // MathHelper.ToRadians(xChanged), MathHelper.ToRadians(yChanged), MathHelper.ToRadians(zChanged)); VertexRotator.rotateVertexList(ref vertexList, 0, 0, MathHelper.ToRadians(modelZRot)); VertexRotator.rotateVertexList(ref vertexList, 0, MathHelper.ToRadians(modelYRot), 0); VertexRotator.rotateVertexList(ref vertexList, MathHelper.ToRadians(modelXRot), 0, 0); //Store the new current rotation for later removal prevModelXRot = modelXRot; prevModelYRot = modelYRot; prevModelZRot = modelZRot; }