forked from bit/DotRecastNetSim
new float[] -> Vector3f
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@ -29,9 +29,9 @@ public class CapsuleGizmo : ColliderGizmo
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cross(ref normals[2], normals[0], normals[1]);
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normalize(ref normals[2]);
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triangles = generateSphericalTriangles();
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float[] trX = new float[] { normals[0][0], normals[1][0], normals[2][0] };
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float[] trY = new float[] { normals[0][1], normals[1][1], normals[2][1] };
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float[] trZ = new float[] { normals[0][2], normals[1][2], normals[2][2] };
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var trX = Vector3f.Of(normals[0][0], normals[1][0], normals[2][0]);
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var trY = Vector3f.Of(normals[0][1], normals[1][1], normals[2][1]);
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var trZ = Vector3f.Of(normals[0][2], normals[1][2], normals[2][2]);
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float[] spVertices = generateSphericalVertices();
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float halfLength = 0.5f * vLen(axis);
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vertices = new float[spVertices.Length];
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