use crate::camera::*;
use crate::core::*;
use crate::definition::*;
use crate::math::*;
use crate::object::*;
#[derive(Clone)]
pub struct Axes {
x: Mesh,
y: Mesh,
z: Mesh,
}
impl Axes {
pub fn new(context: &Context, radius: f32, length: f32) -> Result<Self, Error> {
let x = Mesh::new(context, &CPUMesh::arrow(radius, length, 16))?;
let mut y = Mesh::new(context, &CPUMesh::arrow(radius, length, 16))?;
let mut z = Mesh::new(context, &CPUMesh::arrow(radius, length, 16))?;
y.transformation = Mat4::from_angle_z(degrees(90.0));
z.transformation = Mat4::from_angle_y(degrees(-90.0));
Ok(Self { x, y, z })
}
pub fn render(&self, viewport: Viewport, camera: &Camera) -> Result<(), Error> {
self.x.render_with_color(
&vec4(1.0, 0.0, 0.0, 1.0),
RenderStates::default(),
viewport,
camera,
)?;
self.y.render_with_color(
&vec4(0.0, 1.0, 0.0, 1.0),
RenderStates::default(),
viewport,
camera,
)?;
self.z.render_with_color(
&vec4(0.0, 0.0, 1.0, 1.0),
RenderStates::default(),
viewport,
camera,
)?;
Ok(())
}
}