/// <summary> /// Scale our mesh (useful for shapeways models) /// </summary> public void Scale(double scale) { for (int i = 0; i < Triangles.Count; i++) { Triangles[i] = new Mesh.Triangle( Triangles[i].a * scale, Triangles[i].b * scale, Triangles[i].c * scale); } }
/// <summary> /// Transform our mesh by some arbitrary function. /// </summary> public void Transform(System.Func <Vector3D, Vector3D> transform) { for (int i = 0; i < Triangles.Count; i++) { Triangles[i] = new Mesh.Triangle( transform(Triangles[i].a), transform(Triangles[i].b), transform(Triangles[i].c)); } }
public void Rotate(double angle) { for (int i = 0; i < Triangles.Count; i++) { Vector3D a = Triangles[i].a; Vector3D b = Triangles[i].b; Vector3D c = Triangles[i].c; a.RotateXY(angle); b.RotateXY(angle); c.RotateXY(angle); Triangles[i] = new Mesh.Triangle(a, b, c); } }
/// <summary> /// Scale our mesh (useful for shapeways models) /// </summary> public void Scale( double scale ) { for( int i=0; i<Triangles.Count; i++ ) { Triangles[i] = new Mesh.Triangle( Triangles[i].a * scale, Triangles[i].b * scale, Triangles[i].c * scale ); } }
public void Rotate( double angle ) { for( int i = 0; i < Triangles.Count; i++ ) { Vector3D a = Triangles[i].a; Vector3D b = Triangles[i].b; Vector3D c = Triangles[i].c; a.RotateXY( angle ); b.RotateXY( angle ); c.RotateXY( angle ); Triangles[i] = new Mesh.Triangle( a, b, c ); } }