Hi Lusa, Well spotted! I worked on the connection Woden <—> Roassal3d. I should be able to hook your rotation into roassal. Can you provide your fix for the rotation please?
Cheers, Alexandre -- _,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;: Alexandre Bergel http://www.bergel.eu ^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;. > On Apr 22, 2015, at 9:07 AM, Lusa Nicolas <[email protected]> wrote: > > Hi, > > I am still working with Woden, in particular with Woden-Roassal and I noticed > that rotations on objects are missing (I feel that this is weird that it > doesn't have such feature so I am not excluding that I can be wrong but I > didn't manage to find anything in the code to rotate objects). > > Now if I would like to rotate objects it wouldn't be too bad if I were using > Woden at his "lowest layer" but I am actually building cubes with > Woden-Roassal and there I get lost. > > I already made some rotations on Woden built arbitrary objects, now I would > like to extend it to objects built from Woden-Roassal but I honestly miss on > finding the connection between the two. > > I saw that the base shape is built in: RWCube>>#createBaseShapeNode, I would > be able to build a rotated shape from there but that would result in all > shapes being rotated in such way since in > RWSimpleShape>>#buildRenderableFor:view: when we select the shape: > baseShape := aView baseShapeNodeNamed: self baseShapeName ifAbsentPut: [ self > createBaseShapeNode ]. > we would get back the previous base shape defined. > > Any suggestions on how to do it? > > Cheers, > Nicolas
