public override void Redo() { base.Redo(); for (int i = 0; i < m_affectedActors.Count; i++) { Vector3 localScale = m_affectedActors[i].Transform.LocalScale; localScale.X *= m_delta.X; localScale.Y *= m_delta.Y; localScale.Z *= m_delta.Z; m_affectedActors[i].Transform.LocalScale = localScale; } m_actorEditor.UpdateGizmoTransform(); }
public override void Redo() { base.Redo(); for (int i = 0; i < m_affectedActors.Count; i++) { if (m_transformSpace == FTransformSpace.Local) { m_affectedActors[i].Transform.Rotation *= m_delta; } else { m_affectedActors[i].Transform.Rotation = m_delta * m_affectedActors[i].Transform.Rotation; } } m_actorEditor.UpdateGizmoTransform(); }
public override void Redo() { base.Redo(); for (int i = 0; i < m_affectedActors.Count; i++) { Vector3 transformedDelta = Vector3.Zero; if (m_transformSpace == FTransformSpace.World) { transformedDelta = m_delta; } else { transformedDelta = Vector3.Transform(m_delta, m_affectedActors[i].Transform.Rotation); } m_affectedActors[i].Transform.Position += transformedDelta; } m_actorEditor.UpdateGizmoTransform(); }
public override void Redo() { base.Redo(); // ToDo: This raises a lot of events which kind of blasts the UI with events. m_selectionListRef.Clear(); for (int i = 0; i < m_newActorList.Length; i++) { m_selectionListRef.Add(m_newActorList[i]); } // Update their selected states for (int i = 0; i < m_oldActorList.Length; i++) { m_oldActorList[i].Flags &= ~ActorFlags.Selected; } for (int i = 0; i < m_newActorList.Length; i++) { m_newActorList[i].Flags |= ActorFlags.Selected; } m_actorEditor.UpdateGizmoTransform(); }