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