private void RotateListMyVertex(ref List <MyVertex> listMyVertex) { if (listMyVertex != null) { for (int i = 0; i < listMyVertex.Count; i++) { MyVertex mv = listMyVertex[i]; mv.position = Quaternion.Euler(0, 0, rotation) * listMyVertex[i].position; listMyVertex[i] = mv; } } }
public MyChip(List <MyVertex> edge, List <MyVertex> face, float rotation, Color color) { this.face = face; this.edge = edge; this.rotation = rotation; this.color = color; for (int i = 0; i < edge.Count; i++) { MyVertex mv = edge[i]; mv.color = color; edge[i] = mv; } // RotateAll(); ColorAll(); }
public void AddVector3ToPos(Vector3 addV3) { if (edge != null) { for (int i = 0; i < edge.Count; i++) { MyVertex mv = edge[i]; mv.position = mv.position + addV3; edge[i] = mv; } } if (face != null) { for (int i = 0; i < face.Count; i++) { MyVertex mv = face[i]; mv.position = mv.position + addV3; face[i] = mv; } } }
public void ColorAll() { if (edge != null) { for (int i = 0; i < edge.Count; i++) { MyVertex mv = edge[i]; mv.color = color; edge[i] = mv; } } if (face != null) { for (int i = 0; i < face.Count; i++) { MyVertex mv = face[i]; mv.color = color; face[i] = mv; } } }