/**\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
* @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
* @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
- //SceneObject co = sceneObjs[curObject];\r
-\r
+ \r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: left/right, h: near/far\r
- \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
+ // 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
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
SceneObject so = sceneObjs[i];\r
\r
// Apply rotation vector\r
- GLfloat* rv = &so.rotation.vector;\r
- printf("%f, %f, %f\n", rv[0], rv[1], rv[2]);\r
- glRotatef(so.rotation.amount, 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
- GLfloat* 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