public void SetData(VBone[] b) { ClearList(); bones = b; foreach (VBone bone in bones) { AddNode(bone.Name, bone.ParentIndex); BoneConnections.Add(KJointType.None); } BoneTree.ExpandAll(); }
/// <summary> /// Sets up the controls for the scene /// </summary> /// <param name="scene"></param> private void SetupScene(SBScene scene) { Viewport.Scene = scene; BoneTree.LoadFromScene(scene); MeshList.LoadFromScene(scene); RightPane.Contents.Clear(); if (scene.HasBones) { RightPane.Contents.Add(BoneEditor); RightPane.Contents.Add(new Splitter() { Dock = DockStyle.Top }); } if (scene.HasMesh) { RightPane.Contents.Add(MeshPanel); RightPane.Contents.Add(new Splitter() { Dock = DockStyle.Top }); } if (scene.HasMesh) { RightPane.Contents.Add(MeshList); RightPane.Contents.Add(new Splitter() { Dock = DockStyle.Top }); } if (scene.HasBones) { RightPane.Contents.Add(BoneTree); RightPane.Contents.Add(new Splitter() { Dock = DockStyle.Top }); } }