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("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
//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 = (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