// w: left/right, h: near/far\r
\r
// **NOTE: Currently a work in progress, does not work correctly\r
+ float angler = 2 * M_PI * ( (rotate*camRotateFactor)/360.0 );\r
printf("cam angle: %f\n", rotate*camRotateFactor);\r
- // float arc = arctan()\r
- sceneObjs[curObject].x += diffx * sin(rotate*camRotateFactor);\r
- sceneObjs[curObject].z += diffx * cos(rotate*camRotateFactor);\r
+\r
+ sceneObjs[curObject].x += diffx * cos(angler) * 0.1;\r
+ sceneObjs[curObject].z += diffx * sin(angler) * 0.1;\r
+\r
+ sceneObjs[curObject].x += diffy * sin(angler) * 0.1;\r
+ sceneObjs[curObject].z += diffy * cos(angler) * 0.1;\r
\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
// w: big/small\r
glPushMatrix();\r
\r
/* Perform scene rotations based on user mouse/keyboard input. */\r
- //glRotatef(rotate*camRotateFactor, 0.0, 1.0, 0.0);\r
+ glRotatef(rotate*camRotateFactor, 0.0, 1.0, 0.0);\r
glTranslatef(camx, camy, camz);\r
glRotatef(keyrot, 1.0, 0.0, 0.0);\r
\r