public void RotateAroundPoint(float theta, Vector2 o) { P1 = CollisionMath.RotateVertexAroundPoint(P1, theta, o); P2 = CollisionMath.RotateVertexAroundPoint(P2, theta, o); P3 = CollisionMath.RotateVertexAroundPoint(P3, theta, o); P4 = CollisionMath.RotateVertexAroundPoint(P4, theta, o); }
public void RotateAroundOrigin(float theta) { P1 = CollisionMath.RotateVertexAroundOrigin(P1, theta); P2 = CollisionMath.RotateVertexAroundOrigin(P2, theta); P3 = CollisionMath.RotateVertexAroundOrigin(P3, theta); P4 = CollisionMath.RotateVertexAroundOrigin(P4, theta); }