void CheckSelect(int x, int y) { Vec2 p = ConvertScreenToWorld(x, y); BodyNode moused = null; foreach (var b in WorldObject.Bodies) { foreach (var f in b.Fixtures) { if (f.Fixture.Shape.TestPoint(new Transform(b.Body.Position, new Mat22(b.Body.Angle)), p)) { moused = b; } } } if (MouseButtons == System.Windows.Forms.MouseButtons.Left) { if (moused != null) { SelectedNode = new SelectedNode(moused); treeView1.SelectedNode = SelectedNode.Node; } } HoverBody = moused; }
private void newBodyToolStripMenuItem_Click(object sender, EventArgs e) { var body = new BodyDefSerialized(null, new BodyDef(), new List <int>(), "Body"); var node = new BodyNode(WorldObject, body); treeView1.Nodes[0].Nodes.Add(node); WorldObject.Bodies.Add(node); }
public override object Clone() { BodyNode node = new BodyNode(); node.Body = (BodyDef)Body.Clone(); Main.WorldObject.Bodies.Add(node); node.Name = Name; foreach (var x in Fixtures) { FixtureNode fixNode = (FixtureNode)x.Clone(); node.Nodes.Add(fixNode); Main.WorldObject.Fixtures.Add(fixNode); } return(node); }
private void newBodyToolStripMenuItem_Click(object sender, EventArgs e) { var body = new BodyDefSerialized(null, new BodyDef(), new List<int>(), "Body"); var node = new BodyNode(WorldObject, body); treeView1.Nodes[0].Nodes.Add(node); WorldObject.Bodies.Add(node); }
void CheckSelect(int x, int y) { Vec2 p = ConvertScreenToWorld(x, y); BodyNode moused = null; foreach (var b in WorldObject.Bodies) { foreach (var f in b.Fixtures) { if (f.Fixture.Shape.TestPoint(new Transform(b.Body.Position, new Mat22(b.Body.Angle)), p)) moused = b; } } if (MouseButtons == System.Windows.Forms.MouseButtons.Left) { if (moused != null) { SelectedNode = new SelectedNode(moused); treeView1.SelectedNode = SelectedNode.Node; } } HoverBody = moused; }
public override object Clone() { BodyNode node = new BodyNode(); node.Body = (BodyDef)Body.Clone(); Main.WorldObject.Bodies.Add(node); node.Name = Name; foreach (var x in Fixtures) { FixtureNode fixNode = (FixtureNode)x.Clone(); node.Nodes.Add(fixNode); Main.WorldObject.Fixtures.Add(fixNode); } return node; }