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