/**\r
* CITS2231 Graphics Scene Editor\r
- * @author Ashley Tyndall (20915779)\r
+ * @author Ashley Tyndall (20915779), Jenna de la Harpe (20367932)\r
*/\r
\r
#include <stdlib.h>\r
* @param id ID of object selected\r
*/\r
void processObjectEvents(int id) {\r
- // **NOTE: For the testing phase, only have the teapot\r
addSceneObject(id);\r
+ manipulateState = STATE_OBJECT_POSITION_SCALE;\r
+ glutPostRedisplay();\r
}\r
\r
/**\r
* @param id ID of texutre selected\r
*/\r
void processTextureEvents(int id) {\r
-\r
+ if ( curObject >= 0 ) {\r
+ sceneObjs[curObject].texture = id;\r
+ glutPostRedisplay();\r
+ }\r
}\r
\r
/**\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("Texture", textureMenu);\r
glutAddSubMenu("Ground texture", gTextureMenu);\r
//glutAddSubMenu("Lights", lightMenu);\r
glutAddMenuEntry("Exit", M_EXIT);\r
break;\r
\r
case STATE_OBJECT_POSITION_SCALE:\r
- //SceneObject co = sceneObjs[curObject];\r
-\r
+ //so.x, so.y, so.z\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: left/right, h: near/far\r
- \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 = (x - startx);\r
+ float scaling = ( diff + (float)height/bigsmallFactor ) / ( (float)height/bigsmallFactor );\r
+\r
+ sceneObjs[curObject].scale[0] *= scaling;\r
+ sceneObjs[curObject].scale[1] *= scaling;\r
+ sceneObjs[curObject].scale[2] *= scaling;\r
}\r
+\r
+ startx = x;\r
break;\r
\r
case STATE_OBJECT_ROTATION_TEXTURE_SCALE:\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: rotate on width, h: rotate on h\r
+\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
- // w & h, rotate on h\r
+ // w: rotate on height, h: texture scale\r
+ \r
}\r
break;\r
\r
drawFloor();\r
\r
// Draw sceneObjs array\r
- glPushMatrix();\r
- for ( int i = 0; i < nObjects; i++ ) {\r
+ for ( int i = 0; i < nObjects; i++ ) {\r
+ glPushMatrix();\r
SceneObject so = sceneObjs[i];\r
\r
// Apply rotation vector\r
- /*vector* rv = so.rotation.vect;\r
- glRotatef(so.rotation.parameter, *rv[0], *rv[1], *rv[2]);\r
+ glRotatef(so.rotation.amount, so.rotation.vector[0], so.rotation.vector[1], so.rotation.vector[2]);\r
\r
// Apply scaling vector\r
- vector* sv = so.scale;\r
- glScalef(*sv[0], *sv[1], *sv[2]);\r
+ glScalef(so.scale[0], so.scale[1], so.scale[2]);\r
\r
// Apply translation vector\r
glTranslatef(so.x, so.y, so.z);\r
} else {\r
glBindTexture(GL_TEXTURE_2D, 0);\r
}\r
-*/\r
+\r
// Draw actual object\r
if ( so.mesh > 0 ) {\r
// drawMesh();\r
}\r
\r
glBindTexture(GL_TEXTURE_2D, 0);\r
- }\r
- glPopMatrix();\r
+ glPopMatrix();\r
+ }\r
+ \r
\r
// Draw a white ball over the light source\r
glPushMatrix();\r