/// <summary> /// <para>Moves a vertex by a vector.</para> /// </summary> /// <param name="index">Index of vertex to move.</param> /// <param name="vector">Vector to move by.</param> /// <returns><c>true</c> on success, <c>false</c> on failure.</returns> public static bool MoveVertex(this PlanktonVertexList vertexList, int index, Vector3d vector) { return(vertexList.SetVertex(index, vertexList[index].X + vector.X, vertexList[index].Y + vector.Y, vertexList[index].Z + vector.Z)); }
/// <summary> /// <para>Sets or adds a vertex to the Vertex List.</para> /// <para>If [index] is less than [Count], the existing vertex at [index] will be modified.</para> /// <para>If [index] equals [Count], a new vertex is appended to the end of the vertex list.</para> /// <para>If [index] is larger than [Count], the function will return false.</para> /// </summary> /// <param name="index">Index of vertex to set.</param> /// <param name="vertex">Vertex location.</param> /// <returns><c>true</c> on success, <c>false</c> on failure.</returns> public static bool SetVertex(this PlanktonVertexList vertexList, int index, Point3d vertex) { return(vertexList.SetVertex(index, vertex.X, vertex.Y, vertex.Z)); }