-void drawLine() {
- // **NOTE: fix function
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_LIGHTING);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glColor3f( 0.0, 0.0, 0.0 );
-
- glBegin(GL_LINES);
- glVertex3i( lineLength, 1.0, 0.0 );
- glVertex3i( -lineLength, 1.0, 0.0 );
- glEnd();
-
- glBegin(GL_LINES);
- glVertex3i( 0.0, 0.0, lineLength );
- glVertex3i( 0.0, 0.0, -lineLength );
- glEnd();
-
- glDisable(GL_BLEND);
- glEnable(GL_LIGHTING);
- glEnable(GL_TEXTURE_2D);
+void drawAxisLines() {
+ // **NOTE: Function does not currently draw arrow-heads
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_LIGHTING);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_LINE_SMOOTH);
+ glColor3f( 0.0, 0.0, 0.0 );
+
+ float arrowLength = 1.0;
+
+ glBegin(GL_LINES);
+ // x arrow
+ glVertex3i( lineLength, 0.0, 0.0 );
+ glVertex3i( -lineLength, 0.0, 0.0 );
+
+ // x arrowheads
+ glVertex3i( lineLength, 0.0, 0.0 );
+ glVertex3i( lineLength - arrowLength, 0.0, 1.0 );
+
+ glVertex3i( lineLength, 0.0, 0.0 );
+ glVertex3i( lineLength - arrowLength, 0.0, -1.0 );
+
+ // z arrow
+ glVertex3i( 0.0, 0.0, lineLength );
+ glVertex3i( 0.0, 0.0, -lineLength );
+
+ // z arrowheads
+ glVertex3i( 0.0, 0.0, lineLength );
+ glVertex3i( 1.0, 0.0, lineLength - arrowLength );
+
+ glVertex3i( 0.0, 0.0, lineLength );
+ glVertex3i( -1.0, 0.0, lineLength - arrowLength );
+ glEnd();
+
+ glDisable(GL_BLEND);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_TEXTURE_2D);
+}
+
+int addSceneObject(int id) {
+ // **NOTE: Currently only adds the teapot
+
+ curObject = nObjects;
+
+ sceneObjs[nObjects].mesh = -1; // Teapot is -1 mesh
+ sceneObjs[nObjects].texture = -1; // No texture
+ sceneObjs[nObjects].x = 0;
+ sceneObjs[nObjects].y = 0;
+ sceneObjs[nObjects].z = 0;
+
+ sceneObjs[nObjects].scale[0] = 1;
+ sceneObjs[nObjects].scale[1] = 1;
+ sceneObjs[nObjects].scale[2] = 1;
+
+ sceneObjs[nObjects].rotation.amount = 0;
+ sceneObjs[nObjects].rotation.vector[0] = 0;
+ sceneObjs[nObjects].rotation.vector[1] = 0;
+ sceneObjs[nObjects].rotation.vector[2] = 0;
+
+ nObjects += 1; // New object in scene
+
+ return nObjects;