void Mesh::RotateAboutYAboutPoint(float angle, Vector point) { Triangle *tri = tris; for(int i = 0; i < numTris; i++, tri++) { tri->RotateAboutYAboutPoint(angle, point); } centroidChanged = true; rotation.y += angle; }
void Mesh::RotateAboutY(float angle) { Vector c = ComputeCentroid(); Triangle *tri = tris; for(int i = 0; i < numTris; i++, tri++) { tri->RotateAboutYAboutPoint(angle, c); } rotation.y += angle; }