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use crate::renderer::*;
#[derive(Clone)]
pub struct Axes {
model: 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,
aabb: aabb.clone(),
aabb_local: aabb,
transformation: Mat4::identity(),
})
}
}
impl Shadable for Axes {
fn render_with_material(
&self,
material: &dyn Material,
camera: &Camera,
lights: &Lights,
) -> ThreeDResult<()> {
let mut model = self.model.clone();
model.render_with_material(material, camera, lights)?;
model.set_transformation(self.transformation * Mat4::from_angle_z(degrees(90.0)));
model.render_with_material(material, camera, lights)?;
model.set_transformation(self.transformation * Mat4::from_angle_y(degrees(-90.0)));
model.render_with_material(material, camera, lights)
}
fn render_forward(
&self,
material: &dyn Material,
camera: &Camera,
lights: &Lights,
) -> ThreeDResult<()> {
self.render_with_material(material, camera, lights)
}
#[allow(deprecated)]
fn render_deferred(
&self,
material: &DeferredPhysicalMaterial,
camera: &Camera,
viewport: Viewport,
) -> ThreeDResult<()> {
let mut model = self.model.clone();
model.render_deferred(material, camera, viewport)?;
model.set_transformation(self.transformation * Mat4::from_angle_z(degrees(90.0)));
model.render_deferred(material, camera, viewport)?;
model.set_transformation(self.transformation * Mat4::from_angle_y(degrees(-90.0)));
model.render_deferred(material, camera, viewport)
}
}
impl Geometry for Axes {
fn aabb(&self) -> AxisAlignedBoundingBox {
self.aabb
}
fn transformation(&self) -> Mat4 {
self.transformation
}
}
impl GeometryMut for Axes {
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 Object for Axes {
fn render(&self, camera: &Camera, _lights: &Lights) -> ThreeDResult<()> {
let mut model = self.model.clone();
model.render_with_material(
&ColorMaterial {
color: Color::RED,
..Default::default()
},
camera,
&Lights::default(),
)?;
model.set_transformation(self.transformation * Mat4::from_angle_z(degrees(90.0)));
model.render_with_material(
&ColorMaterial {
color: Color::GREEN,
..Default::default()
},
camera,
&Lights::default(),
)?;
model.set_transformation(self.transformation * Mat4::from_angle_y(degrees(-90.0)));
model.render_with_material(
&ColorMaterial {
color: Color::BLUE,
..Default::default()
},
camera,
&Lights::default(),
)?;
Ok(())
}
fn is_transparent(&self) -> bool {
false
}
}