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use crate::renderer::*;
pub struct Axes {
model: std::cell::RefCell<Model<ColorMaterial>>,
aabb_local: AxisAlignedBoundingBox,
aabb: AxisAlignedBoundingBox,
transformation: Mat4,
}
impl Axes {
pub fn new(context: &Context, radius: f32, length: f32) -> ThreeDResult<Self> {
let mut mesh = CpuMesh::arrow(0.9, 0.6, 16);
mesh.transform(&Mat4::from_nonuniform_scale(length, radius, radius))?;
let model = Model::new(context, &mesh)?;
let mut aabb = model.aabb();
let mut aabb2 = aabb.clone();
aabb2.transform(&Mat4::from_angle_z(degrees(90.0)));
aabb.expand_with_aabb(&aabb2);
let mut aabb3 = aabb.clone();
aabb3.transform(&Mat4::from_angle_y(degrees(-90.0)));
aabb.expand_with_aabb(&aabb3);
Ok(Self {
model: std::cell::RefCell::new(model),
aabb: aabb.clone(),
aabb_local: aabb,
transformation: Mat4::identity(),
})
}
pub fn transformation(&self) -> Mat4 {
self.transformation
}
pub fn set_transformation(&mut self, transformation: Mat4) {
self.transformation = transformation;
let mut aabb = self.aabb_local.clone();
aabb.transform(&self.transformation);
self.aabb = aabb;
}
}
impl Geometry for Axes {
fn aabb(&self) -> AxisAlignedBoundingBox {
self.aabb
}
fn render_with_material(
&self,
material: &dyn Material,
camera: &Camera,
lights: &[&dyn Light],
) -> ThreeDResult<()> {
self.model
.borrow_mut()
.set_transformation(self.transformation);
self.model
.borrow()
.render_with_material(&material, camera, lights)?;
self.model
.borrow_mut()
.set_transformation(self.transformation * Mat4::from_angle_z(degrees(90.0)));
self.model
.borrow()
.render_with_material(&material, camera, lights)?;
self.model
.borrow_mut()
.set_transformation(self.transformation * Mat4::from_angle_y(degrees(-90.0)));
self.model
.borrow()
.render_with_material(material, camera, lights)
}
}
impl Object for Axes {
fn render(&self, camera: &Camera, _lights: &[&dyn Light]) -> ThreeDResult<()> {
self.model
.borrow_mut()
.set_transformation(self.transformation);
self.model.borrow().render_with_material(
&ColorMaterial {
color: Color::RED,
..Default::default()
},
camera,
&[],
)?;
self.model
.borrow_mut()
.set_transformation(self.transformation * Mat4::from_angle_z(degrees(90.0)));
self.model.borrow().render_with_material(
&ColorMaterial {
color: Color::GREEN,
..Default::default()
},
camera,
&[],
)?;
self.model
.borrow_mut()
.set_transformation(self.transformation * Mat4::from_angle_y(degrees(-90.0)));
self.model.borrow().render_with_material(
&ColorMaterial {
color: Color::BLUE,
..Default::default()
},
camera,
&[],
)?;
Ok(())
}
fn is_transparent(&self) -> bool {
false
}
}