protected Matrix4x4 GetRotationMatrix(FigureRotation direction, float angle) { switch (direction) { case FigureRotation.OX: return(Matrix4x4.CreateRotationX(angle)); case FigureRotation.OY: return(Matrix4x4.CreateRotationY(angle)); case FigureRotation.OZ: return(Matrix4x4.CreateRotationZ(angle)); default: return(Matrix4x4.Identity); } }
public abstract void RotateFigures(FigureRotation direction, float angle);
public override void RotateFigures(FigureRotation direction, float angle) { Matrix4x4 matrix = GetRotationMatrix(direction, angle); _figure.Transform(matrix); }