void Mesh::rotate(float3x3 &rotMat) { for (unsigned i=0; i < mVertices.size(); i++) mVertices[i] = rotMat.Transform(mVertices[i]); for (unsigned i=0; i < mNormals.size(); i++) mNormals[i] = rotMat.Transform(mNormals[i]); }
/// Applies a transformation to this line. void Ray::Transform(const float3x3 &transform) { pos = transform.Transform(pos); dir = transform.Transform(dir); }