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 <alexandre.bergel@me.com>
 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
-- 
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Alexandre Bergel  http://www.bergel.eu
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On Apr 22, 2015, at 9:07 AM, Lusa Nicolas <nicolas.lusa@usi.ch> 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