private void SetPositionsOfArms(Configuration angles) { Angle1 = angles.Angle1; Angle2 = angles.Angle2; Length2 = angles.Length2; Angle3 = angles.Angle3; Angle4 = angles.Angle4; Angle5 = angles.Angle5; Matrix[] transform = CalculateTransformation(); Matrix F1 = transform[0]; Matrix F2 = transform[1]; Matrix F3 = transform[2]; Matrix F4 = transform[3]; Matrix F5 = transform[4]; //Matrix EndPoint = transform[5]; //TODO: Reset all cylinders to 0 0 0 position L1 = new Cylinder(device, Length1, 0.5f, 16, Color.Green); L2 = new Cylinder(device, Length2, 0.5f, 16, Color.Red); L3 = new Cylinder(device, Length3, 0.5f, 16, Color.Green); L4 = new Cylinder(device, Length4, 0.5f, 16, Color.Green); L5 = new Cylinder(device, Length5, 0.2f, 16, Color.Green); //TODO: clear memory? L1.Transform(F1); L2.Transform(F2); L3.Transform(F3); L4.Transform(F4); L5.Transform(F5); //debug var a1 = Angle1 * 180 / Math.PI; var a2 = Angle2 * 180 / Math.PI; var a3 = Angle3 * 180 / Math.PI; var a4 = Angle4 * 180 / Math.PI; var a5 = Angle5 * 180 / Math.PI; }