I am trying to draw the normal vectors to a mesh file so I can see how the normal vectors bounce from their respected face. In the draw function, it takes in each face and draws a line from the center point of the face to the (center + normal vector). When I run it, however, I do not see any red lines bouncing off each face. What am I doing wrong here?
void drawTria(myFace face) {
glNormal3f((face.getNormal().x), (face.getNormal().y), (face.getNormal().z));
wired ? glBegin(GL_LINE_LOOP) : glBegin(GL_POLYGON);
glColor3f(0.0, 0.0, 0.5);
glVertex3f(vertexList.at(face.v1-1).x, vertexList.at(face.v1-1).y, vertexList.at(face.v1-1).z);
glVertex3f(vertexList.at(face.v2-1).x, vertexList.at(face.v2-1).y, vertexList.at(face.v2-1).z);
glVertex3f(vertexList.at(face.v3-1).x, vertexList.at(face.v3-1).y, vertexList.at(face.v3-1).z);
glEnd();
// Drawing normals
glBegin(GL_LINES);
glColor3f(1.0, 0.0, 0.0);
glVertex3f(face.getCenter().x, face.getCenter().y, face.getCenter().z);
glVertex3f((face.getCenter().x+face.getNormal().x), (face.getCenter().y+face.getNormal().y), (face.getCenter().z+face.getNormal().z));
glEnd();
}
myVertex myFace::getCenter() {
myVertex center;
center.x = (vertexList.at(v1-1).x + vertexList.at(v2-1).x + vertexList.at(v3-1).x)/3;
center.y = (vertexList.at(v1-1).y + vertexList.at(v2-1).y + vertexList.at(v3-1).y)/3;
center.z = (vertexList.at(v1-1).z + vertexList.at(v2-1).z + vertexList.at(v3-1).z)/3;
return center;
}
myVertex myFace::getNormal() {
myVertex normal;
normal.x = ((vertexList.at(v2-1).y - vertexList.at(v1-1).y)
* (vertexList.at(v3-1).z - vertexList.at(v1-1).z))
- ((vertexList.at(v2-1).z - vertexList.at(v1-1).z)
* (vertexList.at(v3-1).y - vertexList.at(v1-1).y));
normal.y = ((vertexList.at(v2-1).z - vertexList.at(v1-1).z)
* (vertexList.at(v3-1).x - vertexList.at(v1-1).x))
- ((vertexList.at(v2-1).x - vertexList.at(v1-1).x)
* (vertexList.at(v3-1).z - vertexList.at(v1-1).z));
normal.z = ((vertexList.at(v2-1).x - vertexList.at(v1-1).x)
* (vertexList.at(v3-1).y - vertexList.at(v1-1).y))
- ((vertexList.at(v2-1).y - vertexList.at(v1-1).y)
* (vertexList.at(v3-1).x - vertexList.at(v1-1).x));
return normal;
}