private void Init() { triangles = new STriangle[2]; triangles[0] = new STriangle(); triangles[1] = new STriangle(); Update(position, right, up, forward, scale, materialID); }
private void Init() { triangles = new STriangle[4]; float ho = (float)Math.Sqrt(3) / 2; float ht = (float)Math.Sqrt(6) / 3; Vector3 v1 = position - up * ht / 4 + forward * ho * 2 / 3; Vector3 v2 = position - up * ht / 4 - forward * ho / 3 + right * 0.5f; Vector3 v3 = position - up * ht / 4 - forward * ho / 3 - right * 0.5f; Vector3 v4 = position + up * ht * 3 / 4; triangles[0] = new STriangle(v1, v2, v3, materialID); triangles[1] = new STriangle(v4, v2, v3, materialID); triangles[2] = new STriangle(v1, v4, v3, materialID); triangles[3] = new STriangle(v1, v2, v4, materialID); }