/* Copyright 2016-2017 Will Winder This file is part of Universal Gcode Sender (UGS). UGS is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. UGS is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with UGS. If not, see <http://www.gnu.org/licenses/>. */ package com.willwinder.ugs.nbm.visualizer.renderables; import com.willwinder.ugs.nbm.visualizer.shared.Renderable; import com.jogamp.opengl.GL2; import com.jogamp.opengl.GLAutoDrawable; import com.willwinder.ugs.nbm.visualizer.options.VisualizerOptions; import javax.vecmath.Point3d; /** * * @author wwinder */ public class Selection extends Renderable { private Point3d start = null; private Point3d end = null; public Selection() { super(8); } public void clear() { this.start = null; this.end = null; } public void setStart(Point3d start) { this.start = start; } public void setEnd(Point3d end) { this.end = end; } @Override public boolean rotate() { return true; } @Override public boolean center() { return true; } @Override public void init(GLAutoDrawable drawable) { } @Override public void reloadPreferences(VisualizerOptions vo) { } @Override public void draw(GLAutoDrawable drawable, boolean idle, Point3d workCoord, Point3d objectMin, Point3d objectMax, double scaleFactor, Point3d mouseWorldCoordinates, Point3d rotation) { if (start == null || end == null) return; GL2 gl = drawable.getGL().getGL2(); gl.glColor4f(.3f,.3f,.3f, .09f); //gl.glColor4fv(gridPlaneColor, 0); // floor - cover entire model and a little extra. gl.glBegin(GL2.GL_QUADS); gl.glVertex3d(start.x, start.y, 0); gl.glVertex3d(start.x, end.y , 0); gl.glVertex3d(end.x , end.y , 0); gl.glVertex3d(end.x , start.y, 0); gl.glEnd(); } }