public override void Rotate(Matrix4 rotationMatrix) { EdgeV1V2 = VectMatrix.Multiply(EdgeV1V2, rotationMatrix); EdgeV1V3 = VectMatrix.Multiply(EdgeV1V3, rotationMatrix); LookAt = EdgeV1V2.CrossProduct(EdgeV1V3); }
public override void Rotate(Matrix4 rotationMatrix) { LookAt = VectMatrix.Multiply(LookAt, rotationMatrix); RotVect = VectMatrix.Multiply(RotVect, rotationMatrix); LookAt = LookAt.Normalize(); RotVect = RotVect.Normalize(); }
public override void Rotate(Matrix4 rotationMatrix) { foreach (Basic3DObject o3D in _objects) { Vect3 objPos = o3D.Position; // TODO: we have a matrix to combine these three, right? objPos -= Position; objPos = VectMatrix.Multiply(objPos, rotationMatrix); o3D.Position = objPos + Position; o3D.Rotate(rotationMatrix); } }
public override void Rotate(Matrix4 tmp) { LookAt = VectMatrix.Multiply(LookAt, tmp); }