public WSelectionChangedAction(WActorEditor actorEditor, WActorNode[] oldActorList, WActorNode[] newActorList, BindingList <WActorNode> selectionList)
 {
     m_actorEditor      = actorEditor;
     m_oldActorList     = oldActorList;
     m_newActorList     = newActorList;
     m_selectionListRef = selectionList;
 }
 public WScaleActorAction(WDOMNode[] actors, WActorEditor actorEditor, Vector3 delta, bool isDone, WUndoCommand parent = null) : base("Scale", parent)
 {
     m_affectedActors = new List <WDOMNode>(actors);
     m_actorEditor    = actorEditor;
     m_delta          = delta;
     m_isDone         = isDone;
 }
示例#3
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 public WRotateActorAction(IEnumerable <WDOMNode> actors, WActorEditor actorEditor, Quaternion delta, FTransformSpace transformSpace, bool isDone, WUndoCommand parent = null) : base("Rotate", parent)
 {
     m_affectedActors = new List <WDOMNode>(actors);
     m_actorEditor    = actorEditor;
     m_delta          = delta;
     m_isDone         = isDone;
     m_transformSpace = transformSpace;
 }
示例#4
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 public WTranslateActorAction(WDOMNode[] actors, WActorEditor actorEditor, Vector3 delta, FTransformSpace transformSpace, bool isDone, WUndoCommand parent = null) : base("Move", parent)
 {
     m_affectedActors = new List <WDOMNode>(actors);
     m_actorEditor    = actorEditor;
     m_delta          = delta;
     m_isDone         = isDone;
     m_transformSpace = transformSpace;
 }
示例#5
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        public WWorld()
        {
            m_dtStopwatch     = new System.Diagnostics.Stopwatch();
            m_persistentLines = new WLineBatcher();
            m_undoStack       = new WUndoStack();
            m_actorEditor     = new WActorEditor(this);

            m_sceneViews = new List <WSceneView>();

            WSceneView perspectiveView = new WSceneView();

            m_sceneViews.AddRange(new[] { perspectiveView });
        }
示例#6
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 public Selection(WWorld world, WActorEditor actorEditor)
 {
     SelectedObjects = new List <WDOMNode>();
     m_world         = world;
     m_actorEditor   = actorEditor;
 }