//so.x, so.y, so.z\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: left/right, h: near/far\r
- sceneObjs[curObject].x += (x - startx);\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/2 ) / ( (float)height/2 ) * bigsmallFactor;\r
+\r
+ sceneObjs[curObject].scale[0] *= scaling;\r
+ sceneObjs[curObject].scale[1] *= scaling;\r
+ sceneObjs[curObject].scale[2] *= scaling;\r
+ printf("Diff is %f, Scaling by %f on all axii, 1/map is %f\n", diff, sceneObjs[curObject].scale[0], scaling);\r
}\r
\r
startx = x;\r