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-rw-r--r--demo/Node.lua19
1 files changed, 13 insertions, 6 deletions
diff --git a/demo/Node.lua b/demo/Node.lua
index 08916dd..ffb2aa5 100644
--- a/demo/Node.lua
+++ b/demo/Node.lua
@@ -8,16 +8,16 @@ Node.prototype = {}
Node.prototype.updateTransform = function(self)
honey.cglm.mat4.identity(self.transform.array)
- self.transform:scale(self.scale)
+ self.transform:translate(self.position)
self.transform:rotate(Vector.Vec3.ZERO, Vector.Vec3.Z_UNIT, self.rotation:at(2))
self.transform:rotate(Vector.Vec3.ZERO, Vector.Vec3.Y_UNIT, self.rotation:at(1))
self.transform:rotate(Vector.Vec3.ZERO, Vector.Vec3.X_UNIT, self.rotation:at(0))
- self.transform:translate(self.position)
+ self.transform:scale(self.scale)
if self.parent ~= nil then
- self.transform:mul(self.parent.transform, self.transform)
+ self.parent.transform:mul(self.transform, self.transform)
end
for _, child in ipairs(self.children) do
@@ -25,20 +25,27 @@ Node.prototype.updateTransform = function(self)
end
end
+Node.prototype.draw = function(self, camera, shader)
+ -- do not draw base nodes, but recursively draw children.
+ for _, child in ipairs(self.children) do
+ child:draw(camera, shader)
+ end
+end
+
Node.prototype.translate = function(self, translation)
self.position:add(translation, self.position)
end
Node.prototype.pitch = function(self, angle)
- self.rotation:setAt(0, angle)
+ self.rotation:setAt(0, self.rotation:at(0) + angle)
end
Node.prototype.yaw = function(self, angle)
- self.rotation:setAt(1, angle)
+ self.rotation:setAt(1, self.rotation:at(1) + angle)
end
Node.prototype.roll = function(self, angle)
- self.rotation:setAt(2, angle)
+ self.rotation:setAt(2, self.rotation:at(2) + angle)
end
-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~