//Transform:RotateY in degrees not radians public void RotateY(float angle) { float x1 = Vertex1[0]; float z1 = Vertex1[2]; float x2 = Vertex2[0]; float z2 = Vertex2[2]; float x3 = Vertex3[0]; float z3 = Vertex3[2]; MathTrigonometry.RotateY(angle, ref x1, ref z1); MathTrigonometry.RotateY(angle, ref x2, ref z2); MathTrigonometry.RotateY(angle, ref x3, ref z3); CalcNormal(); Vertex1[0] = x1; Vertex1[2] = z1; Vertex2[0] = x2; Vertex2[2] = z2; Vertex3[0] = x3; Vertex3[2] = z3; }
public static void RotateY(float angle, ref float x, ref float z) { MathTrigonometry.RotateY(angle, ref x, ref z); }