func (me *Controller) applyTranslation() { if me.autoUpdate { var mlook, mtrans unum.Mat4 mlook.Orient(&me.dir, &me.UpAxis) mtrans.Translation(me.Pos.Negated()) me.thrApp.mat.SetFromMult4(&mlook, &mtrans) } }
// Updates the internal 4x4 transformation matrix for all transformations of the specified // node and child-nodes. It is only this matrix that is used by the rendering runtime. func (me *Scene) ApplyNodeTransforms(nodeID int) { if me.allNodes.IsOk(nodeID) { // this node var matParent, matTrans, matScale, matRotX, matRotY, matRotZ unum.Mat4 matScale.Scaling(&me.allNodes[nodeID].Transform.Scale) matTrans.Translation(&me.allNodes[nodeID].Transform.Pos) matRotX.RotationX(me.allNodes[nodeID].Transform.Rot.X) matRotY.RotationY(me.allNodes[nodeID].Transform.Rot.Y) matRotZ.RotationZ(me.allNodes[nodeID].Transform.Rot.Z) if me.allNodes[nodeID].parentID < 0 { matParent.Identity() } else { matParent.CopyFrom(&me.allNodes[me.allNodes[nodeID].parentID].Transform.thrApp.matModelView) } me.allNodes[nodeID].Transform.thrApp.matModelView.SetFromMultN(&matParent, &matTrans /*me.Other,*/, &matScale, &matRotX, &matRotY, &matRotZ) // child-nodes for i := 0; i < len(me.allNodes[nodeID].childNodeIDs); i++ { me.ApplyNodeTransforms(me.allNodes[nodeID].childNodeIDs[i]) } me.allNodes[nodeID].thrApp.bounding.full.Clear() me.allNodes[nodeID].thrApp.bounding.self.Clear() if Core.Libs.Meshes.IsOk(me.allNodes[nodeID].Render.meshID) { me.applyBounds(nodeID, &Core.Libs.Meshes[me.allNodes[nodeID].Render.meshID].raw.bounding) } else { // this node has no geometry of its own but its child-nodes might me.applyBounds(nodeID, nil) } } }