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rotation works (but is messy!)
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fb297ecd1b
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@@ -52,14 +52,18 @@ impl PositionableObject {
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}
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pub fn draw(&self, model_transform_id: Uniform) {
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let mut transformation = Matrix4::identity();
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transformation.append_nonuniform_scaling_mut(&self.scale);
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transformation.append_translation_mut(&self.translation);
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let mut transformation = Matrix4::identity();
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let rotation = Matrix4::from_euler_angles(self.rotation.x, self.rotation.y, self.rotation.z);
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//println!("matrix: {:?}", transformation);
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//println!("translation: {:?}", &self.translation);
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transformation.append_nonuniform_scaling_mut(&self.scale);
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transformation = transformation * rotation;
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transformation.append_translation_mut(&self.translation);
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let mat_ptr = transformation.as_ptr();
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//println!("matrix: {:?}", transformation);
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//println!("translation: {:?}", &self.translation);
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let mat_ptr = transformation.as_ptr();
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unsafe {
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gl::UniformMatrix4fv(model_transform_id.id(), 1, gl::FALSE, mat_ptr);
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@@ -324,8 +324,8 @@ impl PointCloudRenderer {
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let mut positionable_object = PositionableObject::new(renderable_object);
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positionable_object.translate(0.0, 0.0, 5.0);
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positionable_object.rotate(180.0, 0.0, 50.0);
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positionable_object.translate(0.0, 0.0, 15.0);
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positionable_object.rotate(10.0, 8.0, 50.0);
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positionable_object.scale(2.0, 1.0, 0.5);
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self.renderable_object = Some(positionable_object);
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