add rotation field to obj
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@ -3,6 +3,7 @@
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---@field texture string
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---@field texture_size integer
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---@field position Vector3
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---@field rotation Vector3
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---@field triangles table
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local Obj = {}
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@ -50,7 +51,7 @@ function Obj.create(model, texture, position)
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texture = texture.file,
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texture_size = texture.size,
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position = pos:copy(),
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rotation = Vector3(),
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triangles = {}
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}
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obj.position = obj.position:copy()
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@ -112,12 +113,19 @@ function Obj.create(model, texture, position)
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return obj
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end
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local function rotate_vertex(obj, v)
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local vec = Vector3(v)
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--- YXZ (yaw pitch roll) minimizes gimbal lock
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-- return vec:rotate(Vector3.UP, obj.rotation.y):rotate(Vector3.LEFT, obj.rotation.x):rotate(Vector3.FORWARD, obj.rotation.z)
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return vec:rotate(Vector3.UP, obj.rotation.y):rotate(Vector3.LEFT, obj.rotation.x):rotate(Vector3.FORWARD, obj.rotation.z)
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end
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function Obj:draw()
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for _, triangle in ipairs(self.triangles) do
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local newt = util.shallow_copy(triangle)
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newt.v0 = Vector3(triangle.v0) + self.position
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newt.v1 = Vector3(triangle.v1) + self.position
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newt.v2 = Vector3(triangle.v2) + self.position
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newt.v0 = rotate_vertex(self, triangle.v0) + self.position
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newt.v1 = rotate_vertex(self, triangle.v1) + self.position
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newt.v2 = rotate_vertex(self, triangle.v2) + self.position
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draw_triangle(newt)
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end
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end
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