* @param y Mouse y position\r
*/\r
void mouse(int button, int state, int x, int y) {\r
+ if ( glutGetModifiers() == GLUT_ACTIVE_SHIFT ) {\r
+ button = GLUT_MIDDLE_BUTTON;\r
+ }\r
switch(button) {\r
case GLUT_LEFT_BUTTON:\r
case GLUT_MIDDLE_BUTTON:\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
+ //so.x, so.y, so.z\r
//sceneObjs[curObject].x += (x - startx)*leftrightFactor;\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
// w: big/small, h: up/down\r
\r
// For big/small scaling, we map negative numbers to 0->1 and positive numbers to 1->inf\r
- float diff = (y - starty);\r
- float scaling;\r
+ float diff = (x - startx);\r
+ float max = (float)height/bigsmallFactor;\r
+ float scaling = ( diff + max) / max;\r
\r
- if ( diff < 0 ) {\r
- scaling = (diff - (float)-height)/(0 - (float)-height);\r
- } else {\r
- scaling = diff;\r
- }\r
- \r
- printf("Diff is %f, Scaling by %f on all axii\n", diff, scaling);\r
- sceneObjs[curObject].scale[0] += scaling;\r
- sceneObjs[curObject].scale[1] += scaling;\r
- sceneObjs[curObject].scale[2] += scaling;\r
+ sceneObjs[curObject].scale[0] *= scaling;\r
+ sceneObjs[curObject].scale[1] *= scaling;\r
+ sceneObjs[curObject].scale[2] *= scaling;\r
}\r
\r
startx = x;\r