public WSelectionChangedAction(WActorEditor actorEditor, WActorNode[] oldActorList, WActorNode[] newActorList, BindingList <WActorNode> selectionList) { m_actorEditor = actorEditor; m_oldActorList = oldActorList; m_newActorList = newActorList; m_selectionListRef = selectionList; }
public WScaleActorAction(WDOMNode[] actors, WActorEditor actorEditor, Vector3 delta, bool isDone, WUndoCommand parent = null) : base("Scale", parent) { m_affectedActors = new List <WDOMNode>(actors); m_actorEditor = actorEditor; m_delta = delta; m_isDone = isDone; }
public WRotateActorAction(IEnumerable <WDOMNode> actors, WActorEditor actorEditor, Quaternion delta, FTransformSpace transformSpace, bool isDone, WUndoCommand parent = null) : base("Rotate", parent) { m_affectedActors = new List <WDOMNode>(actors); m_actorEditor = actorEditor; m_delta = delta; m_isDone = isDone; m_transformSpace = transformSpace; }
public WTranslateActorAction(WDOMNode[] actors, WActorEditor actorEditor, Vector3 delta, FTransformSpace transformSpace, bool isDone, WUndoCommand parent = null) : base("Move", parent) { m_affectedActors = new List <WDOMNode>(actors); m_actorEditor = actorEditor; m_delta = delta; m_isDone = isDone; m_transformSpace = transformSpace; }
public WWorld() { m_dtStopwatch = new System.Diagnostics.Stopwatch(); m_persistentLines = new WLineBatcher(); m_undoStack = new WUndoStack(); m_actorEditor = new WActorEditor(this); m_sceneViews = new List <WSceneView>(); WSceneView perspectiveView = new WSceneView(); m_sceneViews.AddRange(new[] { perspectiveView }); }
public Selection(WWorld world, WActorEditor actorEditor) { SelectedObjects = new List <WDOMNode>(); m_world = world; m_actorEditor = actorEditor; }