Moving to single transform matrix for MeshGroups
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11 changed files with 195 additions and 208 deletions
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@ -30,6 +30,8 @@ either expressed or implied, of the FreeBSD Project.
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using MatterHackers.Localizations;
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using MatterHackers.MeshVisualizer;
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using MatterHackers.PolygonMesh;
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using MatterHackers.VectorMath;
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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Globalization;
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@ -56,7 +58,7 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
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int indexBeingReplaced = SelectedMeshGroupIndex;
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List<Mesh> discreetMeshes = new List<Mesh>();
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asyncMeshGroups[indexBeingReplaced].Transform(asyncMeshGroupTransforms[indexBeingReplaced].TotalTransform);
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asyncMeshGroups[indexBeingReplaced].Transform(asyncMeshGroupTransforms[indexBeingReplaced]);
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// if there are multiple meshes than just make them separate groups
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if (asyncMeshGroups[indexBeingReplaced].Meshes.Count > 1)
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{
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@ -86,8 +88,7 @@ namespace MatterHackers.MatterControl.PartPreviewWindow
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int addedMeshIndex = asyncMeshGroups.Count - 1;
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MeshGroup addedMeshGroup = asyncMeshGroups[addedMeshIndex];
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ScaleRotateTranslate transform = ScaleRotateTranslate.Identity();
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transform.SetCenteringForMeshGroup(addedMeshGroup);
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Matrix4X4 transform = Matrix4X4.Identity;
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asyncMeshGroupTransforms.Add(transform);
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//PlatingHelper.PlaceMeshGroupOnBed(asyncMeshGroups, asyncMeshGroupTransforms, addedMeshIndex, false);
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