public MyPolygonSyncedRotation(MyVector[] uniquePoints, Triangle[] triangles, MyQuaternion rotation) : base(uniquePoints, triangles) { MyVector[] clonedPoints = Utility3D.GetClonedArray(uniquePoints); _rotatedPoly = new MyPolygon(clonedPoints, Utility3D.GetClonedArray(clonedPoints, triangles)); SyncRotation(rotation); }
public virtual MyPolygon Clone() { //TODO: Support children. This will require a separate overload (probably private) that takes the subset of //unique points MyVector[] clonedPoints = Utility3D.GetClonedArray(_uniquePoints); return(new MyPolygon(clonedPoints, Utility3D.GetClonedArray(clonedPoints, _triangles))); }
public override MyPolygon Clone() { MyVector[] clonedPoints = Utility3D.GetClonedArray(base.UniquePoints); return(new MyPolygonSyncedRotation(clonedPoints, Utility3D.GetClonedArray(clonedPoints, base.Triangles), _rotationForClone.Clone())); }