/** Render the current frame */ private static void render() { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(30f, aspect, 1f, 10000000f); float look = anchorL.z * 5; gluLookAt(look, look, anchorL.z, 0, 0, 0, 0, 0, 1); glClearColor(.5f, 0.5f, 0.5f, .5f); // clear the screen glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); { // int systemDimLength = cube.sideLength / 2; // rotate square according to angle glRotatef(angle, 0, 0, 1.0f); // glColor3f(1f, 1f, 1f); // cube.glSurfaceDraw(); /* * Draw the particle in the system */ glColor3f(0.0f, 1.0f, 0.0f); glPointSize(3.0f); /* * glBegin(GL_POINTS); { for (Particle p : system) { * glVertex3f(p.x.x, p.x.y, p.x.z); } } glEnd(); */ /* * Draw the lines */ glLineWidth(2.0f); for (Constraint p : constraints) { glBegin(GL_LINES); { glVertex3f(p.getA().x.x, p.getA().x.y, p.getA().x.z); glVertex3f(p.getB().x.x, p.getB().x.y, p.getB().x.z); } glEnd(); } /* * Shadows, just for effect! */ glColor4f(0, 0, 0, .5f); /* * glBegin(GL_POINTS); { for (Particle p : system) { * glVertex3f(p.x.x, p.x.y, -systemDimLength); } } glEnd(); */ /* * Draw the line shadows */ for (Constraint p : constraints) { glBegin(GL_LINES); { glVertex3f(p.getA().x.x, p.getA().x.y, -0); glVertex3f(p.getB().x.x, p.getB().x.y, -0); } glEnd(); } glBegin(GL_LINES); { glVertex3f(anchorL.x, anchorL.y, -0); glVertex3f(anchorR.x, anchorR.y, -0); } glEnd(); glColor3f(1, 0, 0); /* * Draw the tension line */ glBegin(GL_LINES); { glVertex3f(anchorL.x, anchorL.y, -0); glVertex3f(anchorL.x, anchorL.y, anchorL.z); glVertex3f(anchorL.x, anchorL.y, anchorL.z); glVertex3f(anchorR.x, anchorR.y, anchorR.z); glVertex3f(anchorR.x, anchorR.y, anchorR.z); glVertex3f(anchorR.x, anchorR.y, -0); } glEnd(); } glPopMatrix(); }