/// <summary> /// Resets the current quadrilateral surface with new values for the axes, origin, and orientation. /// </summary> /// <param name="axis0">The new first axis.</param> /// <param name="axis1">The new second axis.</param> /// <param name="origin">The new origin of the plane.</param> /// <param name="orientation">The new orientation of the plane.</param> /// <returns>A reference to the current surface.</returns> public QuadrilateralSurface Reset(WrappableAxis2 axis0, WrappableAxis2 axis1, Vector3 origin, Quaternion orientation) { Reset(origin, orientation); this.axis0 = axis0; this.axis1 = axis1; OnAfterDeserialize(); return(this); }
/// <summary> /// Creates a quadrilateral surface instance with the given axes, origin, and orientation. /// </summary> /// <param name="axis0">The first axis.</param> /// <param name="axis1">The second axis.</param> /// <param name="origin">The origin of the plane.</param> /// <param name="orientation">The orientation of the plane.</param> /// <returns>A quadrilateral surface.</returns> public static QuadrilateralSurface Create(WrappableAxis2 axis0, WrappableAxis2 axis1, Vector3 origin, Quaternion orientation) { return(CreateInstance <QuadrilateralSurface>().Reset(axis0, axis1, origin, orientation)); }