Moving to single transform matrix for MeshGroups

This commit is contained in:
Lars Brubaker 2016-02-26 14:19:52 -08:00
parent 384fc25559
commit abd480d9b9
11 changed files with 195 additions and 208 deletions

View file

@ -30,6 +30,8 @@ either expressed or implied, of the FreeBSD Project.
using MatterHackers.Localizations;
using MatterHackers.MeshVisualizer;
using MatterHackers.PolygonMesh;
using MatterHackers.VectorMath;
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Globalization;
@ -56,7 +58,7 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
int indexBeingReplaced = SelectedMeshGroupIndex;
List<Mesh> discreetMeshes = new List<Mesh>();
asyncMeshGroups[indexBeingReplaced].Transform(asyncMeshGroupTransforms[indexBeingReplaced].TotalTransform);
asyncMeshGroups[indexBeingReplaced].Transform(asyncMeshGroupTransforms[indexBeingReplaced]);
// if there are multiple meshes than just make them separate groups
if (asyncMeshGroups[indexBeingReplaced].Meshes.Count > 1)
{
@ -86,8 +88,7 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
int addedMeshIndex = asyncMeshGroups.Count - 1;
MeshGroup addedMeshGroup = asyncMeshGroups[addedMeshIndex];
ScaleRotateTranslate transform = ScaleRotateTranslate.Identity();
transform.SetCenteringForMeshGroup(addedMeshGroup);
Matrix4X4 transform = Matrix4X4.Identity;
asyncMeshGroupTransforms.Add(transform);
//PlatingHelper.PlaceMeshGroupOnBed(asyncMeshGroups, asyncMeshGroupTransforms, addedMeshIndex, false);