/// <summary> /// Convert a direction to a vector. If dir is Normal, 0 is returned. /// </summary> /// <param name="dir"> direction to be converted</param> /// <returns>vector value of the converted direction</returns> internal static Vector3 ToVector3(this PolyDirection dir) { switch (dir) { case PolyDirection.Up: return(Vector3.up); case PolyDirection.Right: return(Vector3.right); case PolyDirection.Forward: return(Vector3.forward); default: return(Vector3.zero); } }
public void ToVector3() { PolyDirection polyDirection = PolyDirection.BrushNormal; Assert.IsTrue(polyDirection.ToVector3() == Vector3.zero); polyDirection = PolyDirection.Forward; Assert.IsTrue(polyDirection.ToVector3() == Vector3.forward); polyDirection = PolyDirection.Right; Assert.IsTrue(polyDirection.ToVector3() == Vector3.right); polyDirection = PolyDirection.Up; Assert.IsTrue(polyDirection.ToVector3() == Vector3.up); polyDirection = PolyDirection.VertexNormal; Assert.IsTrue(polyDirection.ToVector3() == Vector3.zero); }