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