func RenderArrow(pos, dir *Vec3) { const tolerance = 0.0001 arrow := Get("arrow") l := dir.Length() d0 := dir.Unit() zaxis := V3(0, 0, 1) arrow.Mat = mat4.Scaling(V3(.1*l, .1*l, .5*l)) angle := zaxis.Angle(d0) if angle > tolerance && math.Pi-angle > tolerance { arrow.Mat = arrow.Mat.Mul(mat4.RotationAxis(zaxis.Add(d0).Unit(), math.Pi)) } else if math.Pi-angle <= tolerance { arrow.Mat = arrow.Mat.Mul(mat4.Scaling(V3(1, 1, -1))) } arrow.Mat = arrow.Mat.Mul(mat4.Translation(pos.Add(dir.Muls(.5)))) arrow.Render() }
func (t *Nurbs) DebugRender() { t.Render() m := model.Get("cube") t.ForEachNode(func(n *Node) { m.Mat = mat4.Scaling(V3(1, 1, 1).Muls(1.1)) m.Mat = m.Mat.Mul(mat4.Translation(n.P)) m.Render() model.RenderArrow(n.P, n.Tu.Muls(1.0)) model.RenderArrow(n.P, n.Tv.Muls(1.0)) }) }