private Vector3[] VertSetup2()
{
if (verts == null)
verts = new Vector3[4];
int index = 0;
int _uSegments = 1;
int _vSegments = 1;
float xSC = _width / _uSegments;
float ySC = _height / _vSegments;
Vector2 pivot = Pivot2D();
Vector3[] vertices = new Vector3[4];
Vector2[] uvs = new Vector2[4];
for (float y = 0.0f; y < 2; y++)
{
for (float x = 0.0f; x < 2; x++)
{
float dx = x * xSC - _width * .5f - pivot.x;
float dy = y * ySC - _height * .5f - pivot.y;
switch (facing)
{
case FACING.XZ:
vertices[index] = new Vector3(dx, 0.0f, dy);
break;
case FACING.BB:
case FACING.ZX:
vertices[index] = new Vector3(dx, 0.0f, -dy);
break;
case FACING.YZ:
vertices[index] = new Vector3(0.0f, dy, dx);
break;
case FACING.ZY:
vertices[index] = new Vector3(0.0f, dy, -dx);
break;
case FACING.XY:
vertices[index] = new Vector3(dx, dy, 0.0f);
break;
case FACING.YX:
vertices[index] = new Vector3(-dx, dy, 0.0f);
break;
}
index++;
}
}
return vertices;
}