// Construct light menu\r
int lightMenu = glutCreateMenu(processLightEvents);\r
glutAddMenuEntry("Move Light 1", M_LIGHT_MOVE_LIGHT_1);\r
// Construct light menu\r
int lightMenu = glutCreateMenu(processLightEvents);\r
glutAddMenuEntry("Move Light 1", M_LIGHT_MOVE_LIGHT_1);\r
- glutAddMenuEntry("R/G/B/All Light 1", M_LIGHT_RGBALL_LIGHT_1);\r
- glutAddMenuEntry("Move Light 2", M_LIGHT_MOVE_LIGHT_2);\r
+ //glutAddMenuEntry("R/G/B/All Light 1", M_LIGHT_RGBALL_LIGHT_1);\r
+ //glutAddMenuEntry("Move Light 2", M_LIGHT_MOVE_LIGHT_2);\r
glutAddMenuEntry("R/G/B/All Light 2", M_LIGHT_RGBALL_LIGHT_2);\r
\r
// Construct object menu\r
glutAddMenuEntry("R/G/B/All Light 2", M_LIGHT_RGBALL_LIGHT_2);\r
\r
// Construct object menu\r
//glutAddSubMenu("Material", materialMenu);\r
glutAddSubMenu("Texture", textureMenu);\r
glutAddSubMenu("Ground texture", gTextureMenu);\r
//glutAddSubMenu("Material", materialMenu);\r
glutAddSubMenu("Texture", textureMenu);\r
glutAddSubMenu("Ground texture", gTextureMenu);\r
glutAddMenuEntry("Exit", M_EXIT);\r
\r
// Bind to right mouse button\r
glutAddMenuEntry("Exit", M_EXIT);\r
\r
// Bind to right mouse button\r
\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: left/right, h: near/far\r
\r
if ( buttonSelected == GLUT_LEFT_BUTTON ) {\r
// w: left/right, h: near/far\r
-\r
- // **NOTE: Currently a work in progress, does not work correctly\r
- printf("cam angle: %f\n", rotate*camRotateFactor);\r
- sceneObjs[curObject].x += diffx * sin(rotate*camRotateFactor);\r
- sceneObjs[curObject].z += diffx * cos(rotate*camRotateFactor);\r
+ float angler = 2 * M_PI * ( (rotate*camRotateFactor)/360.0 );\r
+ sceneObjs[curObject].x += diffx * cos(angler) * leftrightFactor + diffy * cos(M_PI/2 + angler) * nearfarFactor;\r
+ sceneObjs[curObject].z += diffx * sin(angler) * leftrightFactor + diffy * sin(M_PI/2 + angler) * nearfarFactor;\r
// Apply independant rotation vectors\r
glRotatef(so.rotation.x, 1.0, 0.0, 0.0);\r
glRotatef(so.rotation.y, 0.0, 1.0, 0.0);\r
// Apply independant rotation vectors\r
glRotatef(so.rotation.x, 1.0, 0.0, 0.0);\r
glRotatef(so.rotation.y, 0.0, 1.0, 0.0);\r
// Apply scaling vector\r
glScalef(so.scale[0], so.scale[1], so.scale[2]);\r
\r
// Apply scaling vector\r
glScalef(so.scale[0], so.scale[1], so.scale[2]);\r
\r