void processMainEvents(int id) {\r
switch (id) {\r
case M_ROTATE_MOVE_CAMERA:\r
- // Do stuff\r
+ manipulateState = STATE_CAMERA_ROTATE_MOVE;\r
break;\r
-\r
case M_POSITION_SCALE:\r
- // Do stuff\r
+ manipulateState = STATE_OBJECT_POSITION_SCALE;\r
break;\r
-\r
case M_ROTATION_TEXTURE_SCALE:\r
- // Do stuff\r
+ manipulateState = STATE_OBJECT_ROTATION_TEXTURE_SCALE;\r
break;\r
-\r
case M_EXIT:\r
exit(EXIT_SUCCESS);\r
\r
\r
// Construct main menu\r
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("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
//glutAddSubMenu("Material", materialMenu);\r
//glutAddSubMenu("Texture", textureMenu);\r
glutAddSubMenu("Ground texture", gTextureMenu);\r
} else if ( state == GLUT_UP ) {\r
buttonSelected = -1;\r
}\r
+ startx = x;\r
+ starty = y;\r
break;\r
}\r
}\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: rotate, h: zoom\r
zoom += (y - starty);\r
- printf("zoom is %f\n", zoom);\r
} else if ( buttonSelected == GLUT_MIDDLE_BUTTON ) {\r
// w: rotate, h: tilt\r
camAngle += (y - starty);\r
SceneObject so = sceneObjs[i];\r
\r
// Apply rotation vector\r
- vector* rv = so.rotation.vect;\r
+ /*vector* rv = so.rotation.vect;\r
glRotatef(so.rotation.parameter, *rv[0], *rv[1], *rv[2]);\r
\r
// Apply scaling vector\r
getTexture(so.texture);\r
glBindTexture(GL_TEXTURE_2D, so.texture);\r
} else {\r
- getTexture(0);\r
glBindTexture(GL_TEXTURE_2D, 0);\r
}\r
-\r
+*/\r
// Draw actual object\r
if ( so.mesh > 0 ) {\r
// drawMesh();\r