예제 #1
0
        void _textureControl_EditableTransformChanged(object sender, EventArgs e)
        {
            int currentIndex = _textureControl.selectedTransformIndex;
            int boneIndex    = _editableTransforms[currentIndex].boneIndex;

            //create new transform... needed edited part, allong with the part that leads up to it from the original parsed file
            TransformMatrix tm   = _textureControl.getEditedTransform() * _editableTransforms[currentIndex].StartingTransform;
            Transform       tfrm = tm.ToTransform();

            //remove the old one first
            if (_bones[boneIndex].hasTransform())
            {
                _bones[boneIndex].removeTransform();
            }

            //add edited
            _bones[boneIndex].addTransform(tfrm);
        }
예제 #2
0
        void _textureControl_EditableTransformChanged(object sender, EventArgs e)
        {
            if (volNode != null)
            {
                volNode.setDoDrawVolume(_textureControl.getDisplayVolumeChecked());
                volNode.setOpacity(_textureControl.getOpacity());
                volNode.setSliceNum(_textureControl.getNumSlices());
            }

            if (CBenabled)
            {
                CBenabled = false;

                int currentIndex = _textureControl.selectedTransformIndex;
                int boneIndex    = _editableTransforms[currentIndex].boneIndex;

                //create new transform... needed edited part, allong with the part that leads up to it from the original parsed file
                TransformMatrix tm   = _textureControl.getEditedTransform() * _editableTransforms[currentIndex].StartingTransform;
                Transform       tfrm = tm.ToTransform();

                //remove the old one first
                if (_bones[boneIndex].hasTransform())
                {
                    _bones[boneIndex].removeTransform();
                }

                //add edited
                _bones[boneIndex].addTransform(tfrm);

                resetCenterball();
                //next thing-after each text box thing, create a new centerball, give it the above calculated locaiton for a new center
                //extract the old quaternions and put them into the new centerball, and apply the change in orientation to the centerball

                wasRotated();

                CBenabled = true;
            }
        }