/// <summary> /// Load a robot model from a rigid node and list of meshes /// </summary> /// <param name="node">The node to base the model off of</param> /// <param name="meshes">The meshes to render</param> public void LoadModel(RigidNode_Base node, List <BXDAMesh> meshes) { ModelLoaded = false; if (node == null || meshes == null) { return; } baseNode = new OGL_RigidNode(node); nodes = baseNode.ListAllNodes(); for (int i = 0; i < meshes.Count; i++) { ((OGL_RigidNode)nodes[i]).LoadMeshes(meshes[i]); } Matrix4 mattest = Matrix4.Identity; try { cam.pose = Matrix4.Identity; } catch (Exception e) { MessageBox.Show(e.ToString()); throw; } activeObjects = new List <RigidNode_Base>(); ModelLoaded = true; }
/// <summary> /// Load a robot model from a rigid node and list of meshes /// </summary> /// <param name="node">The node to base the model off of</param> /// <param name="meshes">The meshes to render</param> public void LoadModel(RigidNode_Base node, List <BXDAMesh> meshes) { modelLoaded = false; if (node == null || meshes == null) { return; } baseNode = (OGL_RigidNode)node; nodes = baseNode.ListAllNodes(); for (int i = 0; i < meshes.Count; i++) { ((OGL_RigidNode)nodes[i]).loadMeshes(meshes[i]); } cam.pose = Matrix4.Identity; activeObjects = new List <RigidNode_Base>(); modelLoaded = true; }