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| private void drawCoordSys() { gl.glEnable(GL.GL_DEPTH_TEST);
gl.glEnable(GL.GL_BLEND); gl.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_DST_ALPHA);
gl.glLineWidth(1.0f);
gl.glBegin(GL.GL_LINES); gl.glColor4f(lineColor[0], lineColor[1], lineColor[2], ALPHA_BLENDING); for (int i = -100; i <= 100; i += 10) { gl.glVertex3f(i, -100.0f, +0.0f); gl.glVertex3f(i, +100.0f, +0.0f);
gl.glVertex3f(-100.0f, i, +0.0f); gl.glVertex3f(+100.0f, i, +0.0f);
gl.glVertex3f(i, 0.0f, -1.0f); gl.glVertex3f(i, 0.0f, +1.0f);
gl.glVertex3f(+0.0f, i, -1.0f); gl.glVertex3f(+0.0f, i, +1.0f);
gl.glVertex3f(-1.0f, +0.0f, i); gl.glVertex3f(+1.0f, +0.0f, i);
gl.glVertex3f(+0.0f, -1.0f, i); gl.glVertex3f(+0.0f, +1.0f, i); } gl.glVertex3f(0.0f, 0.0f, -100.0f); gl.glVertex3f(0.0f, 0.0f, +100.0f); gl.glEnd();
gl.glLineWidth(3.0f); gl.glBegin(GL.GL_LINES); gl.glColor4f(lineColor[0], 0, 0, ALPHA_BLENDING); gl.glVertex3f(-100.0f, +0.0f, +0.0f); gl.glVertex3f(+100.0f, +0.0f, +0.0f);
gl.glColor4f(0, lineColor[1], 0, ALPHA_BLENDING); gl.glVertex3f(+0.0f, -100.0f, +0.0f); gl.glVertex3f(+0.0f, +100.0f, +0.0f);
gl.glColor4f(0, 0, lineColor[2], ALPHA_BLENDING); gl.glVertex3f(+0.0f, +0.0f, -100.0f); gl.glVertex3f(+0.0f, +0.0f, +100.0f); gl.glEnd();
gl.glEnable(GL.GL_DEPTH_TEST); gl.glBegin(GL.GL_QUADS); gl.glColor4f(lineColor[0], lineColor[1], lineColor[2], ALPHA_BLENDING / 4f); gl.glVertex3f(-100.0f, -100.0f, +0.0f); gl.glVertex3f(-100.0f, +100.0f, +0.0f); gl.glVertex3f(+100.0f, +100.0f, +0.0f); gl.glVertex3f(+100.0f, -100.0f, +0.0f); gl.glEnd();
gl.glPushMatrix(); try { gl.glDisable(GL.GL_DEPTH_TEST); gl.glScalef(50f, 50f, 10f); gl.glBegin(GL.GL_TRIANGLE_FAN); gl.glColor4f(1.0f, 1.0f, 1.0f, 0.250f); gl.glVertex3f(+0.0f, +0.0f, +0.0f); gl.glColor4f(1.0f, 0.0f, 0.0f, 0.125f); gl.glVertex3f(+1.0f, +0.0f, +0.0f); gl.glColor4f(1.0f, 1.0f, 0.0f, 0.125f); gl.glVertex3f(+0.0f, +1.0f, +0.0f); gl.glColor4f(0.0f, 1.0f, 0.0f, 0.125f); gl.glVertex3f(-1.0f, +0.0f, +0.0f); gl.glColor4f(0.0f, 0.0f, 1.0f, 0.125f); gl.glVertex3f(+0.0f, -1.0f, +0.0f); gl.glColor4f(1.0f, 0.0f, 0.0f, 0.125f); gl.glVertex3f(+1.0f, +0.0f, +0.0f); gl.glEnd(); } finally { gl.glPopMatrix(); } gl.glEnable(GL.GL_DEPTH_TEST); } |