glutCreateMenu(processMainEvents);\r
glutAddMenuEntry("Rotate/Move Camera", M_ROTATE_MOVE_CAMERA);\r
glutAddSubMenu("Add object", objectMenu);\r
- //glutAddMenuEntry("Position/Scale", M_POSITION_SCALE);\r
- //glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);\r
+ glutAddMenuEntry("Position/Scale", M_POSITION_SCALE);\r
+ glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);\r
//glutAddSubMenu("Material", materialMenu);\r
glutAddSubMenu("Texture", textureMenu);\r
glutAddSubMenu("Ground texture", gTextureMenu);\r
* @param y Mouse y position\r
*/\r
void mouse(int button, int state, int x, int y) {\r
+ if ( button == GLUT_LEFT_BUTTON && glutGetModifiers() == GLUT_ACTIVE_SHIFT ) {\r
+ button = GLUT_MIDDLE_BUTTON; // Holding shift with left button is the same as the middle button\r
+ }\r
switch(button) {\r
case GLUT_LEFT_BUTTON:\r
case GLUT_MIDDLE_BUTTON:\r
\r
switch ( manipulateState ) {\r
case STATE_CAMERA_ROTATE_MOVE:\r
+ // w: rotate\r
rotate += (x - startx);\r
\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
- // w: rotate, h: zoom\r
+ // h: zoom\r
zoom += (y - starty);\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
- // w: rotate, h: tilt\r
+ // h: tilt\r
camAngle += (y - starty);\r
}\r
\r
break;\r
\r
case STATE_OBJECT_POSITION_SCALE:\r
- //so.x, so.y, so.z\r
+ \r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: left/right, h: near/far\r
- sceneObjs[curObject].x += (x - startx);\r
+ //so.x, so.y, so.z\r
+ //sceneObjs[curObject].x += (x - startx)*leftrightFactor;\r
+ printf("cam angle: %f\n", rotate*rotateFactor);\r
+ sceneObjs[curObject].x += (x - startx) * sin(rotate*rotateFactor);\r
+ sceneObjs[curObject].z += (x - startx) * cos(rotate*rotateFactor);\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
- // w: big/small, h: up/down\r
+ // w: big/small\r
+ float diff = (x - startx);\r
+ float max = (float)height/bigsmallFactor;\r
+ float scaling = ( diff + max) / max;\r
+\r
+ sceneObjs[curObject].scale[0] *= scaling;\r
+ sceneObjs[curObject].scale[1] *= scaling;\r
+ sceneObjs[curObject].scale[2] *= scaling;\r
+\r
+ // h: up/down\r
+ sceneObjs[curObject].y -= (y - starty) * updownFactor;\r
}\r
\r
+ starty = y;\r
startx = x;\r
+\r
break;\r
\r
case STATE_OBJECT_ROTATION_TEXTURE_SCALE:\r
0.0, 10.0, 0.0 /* up is in postivie Y direction */\r
);\r
\r
- glRotatef(camAngle*camAngleFactor, 1.0, 0.0, 0.0);\r
+ glRotatef(camAngle*camAngleFactor, 1.0, 0.0, 0.0); // Set camera angle upward\r
\r
/* Reposition the light source 0. */\r
lightPosition0[0] = 12*cos(lightAngle0);\r