Hi Lusa, Well spotted! I worked on the connection Woden <â> 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 <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