public void Render() { CylinderGenerator.GenerateCylinder(resolution, mesh, atom0.color, atom1.color); float l = atoms.getDistance(a0, a1); transform.localPosition = (atom0.transform.localPosition + atom1.transform.localPosition) / 2f; transform.localScale = new Vector3(radius, radius, l); transform.localRotation = Quaternion.LookRotation(atoms.getVector(a0, a1)); }
public void Render() { CylinderGenerator.GenerateCylinder(resolution, mesh, atom0.color, atom1.color); _cylinderRendered = true; UpdateLocalTransform(); }