Hello mr. Salgado,

I've just tried it out really quickly and it looks awesome! Looking forward to 
use it in my project.

Thank you!
Cheers,
Nicolas

On Apr 27, 2015, at 9:36 AM, Ronie Salgado 
<[email protected]<mailto:[email protected]>>
 wrote:

Hello Mr. Lusa,

Sorry for not answering earlier, I added the missing support for the rotations 
by adding some methods that changes the internal scene node orientation. I also 
did a small refactoring in the support for orientation, because I received 
email with an implementation of quaternions that I have review and integrate 
during the week.

Try the following in the playground:

v := RWView new.
element := RWCube element.
element rotateByXDegrees: 60.
v add: element.
v open.

Best regards,
Ronie

2015-04-27 3:55 GMT-03:00 Lusa Nicolas 
<[email protected]<mailto:[email protected]>>:
Hello mr. Bergel,

I actually have done something really simple. On the construction of a cube 
shape in WDGeometryBuilder I simply made a method looking as follows: 
WDGeometryBuilder>>#addCubeWithWidth:  height:  depth:  rotatedBy: .
In the method I simply use the angle to compute the rotation when creating 
every single triangle (rotating every point of such triangle with respect to 
the y axis).
It would work smoothly if only few shapes would have been instantiated but 
unfortunately this results in a severe drop of performance since a new shape is 
created for every instance of an object (because the angle rotation is 
different for each shape).
If you still want the code I wrote for such rotation I can provide it to you, 
but probably that's not how proper rotations should be performed in woden.

Hopefully we can find a better solution that doesn't influence performance in 
such way.

Cheers,
Nicolas

P.S. I apologize for the misleading subject of the mail. I am not using 
Roassal3d but I am using a package called Woden-Roassal, which works almost 
exactly like Roassal3d (in fact I guess they are related somehow), that is in 
the Woden project as default. A more appropriate e-mail subject would have 
been: Woden-Roassal (3d object rotations).

On Apr 24, 2015, at 10:49 PM, Alexandre Bergel 
<[email protected]<mailto:[email protected]>>
 wrote:

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<http://www.bergel.eu/>
^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;._,.;:~^~:;.



On Apr 22, 2015, at 9:07 AM, Lusa Nicolas 
<[email protected]<mailto:[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




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