} texture;
typedef struct {
- // You'll need to add scale, rotation, material, mesh number, etc.,
- // to this structure
- float x,y,z;
+ GLfloat amount; // Transform amount
+ GLfloat vector[3]; // Transform vector
+} transform;
+
+typedef struct {
+ int mesh; // Mesh index number
+ int texture; // Texture index number
+ float x,y,z; // Scene position
+ GLfloat scale[3]; // Scale vector
+ transform rotation; // Rotation transformation
} SceneObject;
// Menu enum
M_LIGHT_RGBALL_LIGHT_2
};
-#endif /* TYPES_H */
+// Manipulation states
+enum manipulateStates {
+ STATE_CAMERA_ROTATE_MOVE,
+ STATE_OBJECT_POSITION_SCALE,
+ STATE_OBJECT_ROTATION_TEXTURE_SCALE
+};
+#endif /* TYPES_H */
\ No newline at end of file