public void AddRot(Quat q) { this.v1 *= q; this.v2 *= q; this.v3 *= q; this.n1 *= q; this.n2 *= q; this.n3 *= q; }
/// <summary> /// Rotates the mesh /// </summary> /// <param name="q"></param> public void AddRot(Quat q) { int i; int numVerts = this.coords.Count; for (i = 0; i < numVerts; i++) this.coords[i] *= q; if (this.normals != null) { int numNormals = this.normals.Count; for (i = 0; i < numNormals; i++) this.normals[i] *= q; } if (this.viewerFaces != null) { int numViewerFaces = this.viewerFaces.Count; for (i = 0; i < numViewerFaces; i++) { ViewerFace v = this.viewerFaces[i]; v.v1 *= q; v.v2 *= q; v.v3 *= q; v.n1 *= q; v.n2 *= q; v.n3 *= q; this.viewerFaces[i] = v; } } }
internal void AddRot(Quat q) { int i; int numVerts = this.coords.Count; for (i = 0; i < numVerts; i++) this.coords[i] *= q; if (this.calcVertexNormals) { int numNormals = this.vertexNormals.Count; for (i = 0; i < numNormals; i++) this.vertexNormals[i] *= q; this.faceNormal *= q; this.cutNormal1 *= q; this.cutNormal2 *= q; } }
public void AddRot(Quat q) { int i; int numVerts = this.coords.Count; for (i = 0; i < numVerts; i++) this.coords[i] *= q; }
/// <summary> /// Rotates the mesh /// </summary> /// <param name="q"></param> public void AddRot(Quat q) { int i; int numVerts = coords.Count; for (i = 0; i < numVerts; i++) coords[i] *= q; int numNormals = normals.Count; for (i = 0; i < numNormals; i++) normals[i] *= q; if (viewerFaces != null) { int numViewerFaces = viewerFaces.Count; for (i = 0; i < numViewerFaces; i++) { ViewerFace v = viewerFaces[i]; v.v1 *= q; v.v2 *= q; v.v3 *= q; v.n1 *= q; v.n2 *= q; v.n3 *= q; viewerFaces[i] = v; } } }
public PathNode(float position, Quat rotation, float xScale, float yScale) { this.position = position; this.rotation = rotation; this.xScale = xScale; this.yScale = yScale; }