/** * Render the arrow as a line and a _head. * * @param gl OpenGL Context */ public void render(GL2 gl) { // save Light Attributes and remove lighting to get "full" RGB colors // gl.glPushAttrib( GL2.GL_LIGHTING_BIT ); gl.glPushAttrib(GL2.GL_ENABLE_BIT); gl.glDisable(GL2.GL_LIGHTING); if (_fg_verb) { System.out.println( "Arrow pos=" + _pos.toString() + " angZ1=" + _angZ1 + " angY2=" + _angY2 + " length=" + _length); _fg_verb = false; } // save transformation matrix, then translate and scale. gl.glPushMatrix(); gl.glTranslatef(_pos.x, _pos.y, _pos.z); gl.glRotatef(Matrix.rad2Deg(_angZ1), 0, 0, 1); // rotation around 0z gl.glRotatef(Matrix.rad2Deg(_angY2), 0, 1, 0); // rotation around 0y // draw line gl.glColor4f(_color_fg.x, _color_fg.y, _color_fg.z, _color_fg.w); gl.glLineWidth(1.0f); gl.glBegin(GL.GL_LINES); { gl.glVertex3f(0, 0, 0); gl.glVertex3f(_length, 0, 0); } gl.glEnd(); // draw head gl.glPolygonMode(GL.GL_FRONT_AND_BACK, GL2GL3.GL_FILL); gl.glTranslatef(_length, 0, 0); gl.glBegin(GL.GL_TRIANGLES); { for (float[] face : _head_faces) { gl.glVertex3f(face[0], face[1], face[2]); gl.glVertex3f(face[3], face[4], face[5]); gl.glVertex3f(face[6], face[7], face[8]); } } gl.glEnd(); // restore transformation matrix gl.glPopMatrix(); // restore attributes gl.glPopAttrib(); }