//Transform:RotateX in degrees not radians public void RotateX(float angle) { float y1 = Vertex1[1]; float z1 = Vertex1[2]; float y2 = Vertex2[1]; float z2 = Vertex2[2]; float y3 = Vertex3[1]; float z3 = Vertex3[2]; MathTrigonometry.RotateX(angle, ref y1, ref z1); MathTrigonometry.RotateX(angle, ref y2, ref z2); MathTrigonometry.RotateX(angle, ref y3, ref z3); CalcNormal(); Vertex1[1] = y1; Vertex1[2] = z1; Vertex2[1] = y2; Vertex2[2] = z2; Vertex3[1] = y3; Vertex3[2] = z3; }
//public static bool BytesAreEqual(byte[] result, byte[] expectedResult) { return Compare.BytesAreEqual(result, expectedResult); } //Rotations public static void RotateX(float angle, ref float y, ref float z) { MathTrigonometry.RotateX(angle, ref y, ref z); }