\r
// For big/small scaling, we map negative numbers to 0->1 and positive numbers to 1->inf\r
float diff = (y - starty);\r
- if ( diff < 0 ) diff--;\r
- if ( diff > 0 ) diff++;\r
+ float map = (diff - -((float)height/2))/(0 - -((float)height/2));\r
float scaling;\r
\r
if ( diff < 0 ) {\r
- scaling = (diff - -((float)height/2))/(0 - -((float)height/2));\r
+ scaling = map;\r
} else {\r
- scaling = diff;\r
+ scaling = pow(1.0/map, diff);\r
}\r
- \r
- printf("Diff is %f, Scaling by %f on all axii\n", diff, scaling);\r
- sceneObjs[curObject].scale[0] = scaling;\r
- sceneObjs[curObject].scale[1] = scaling;\r
- sceneObjs[curObject].scale[2] = scaling;\r
+\r
+ if ( scaling != 0 ) {\r
+ \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], 1/map);\r
+\r
+ }\r
+\r
+ starty = y;\r
}\r
\r
- starty = y;\r
startx = x;\r
break;\r
\r