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[atyndall/cits2231.git]
/
scene.c
diff --git
a/scene.c
b/scene.c
index
f748458
..
9c6d0c4
100644
(file)
--- a/
scene.c
+++ b/
scene.c
@@
-226,28
+226,38
@@
void mouse(int button, int state, int x, int y) {
}
\r
}
\r
\r
}
\r
}
\r
\r
+/**
\r
+ * Keybord event handler
\r
+ * w/s increase/decrease the z
\r
+ * a/d increase/decrease the x
\r
+ * q/e increase/decrease the y
\r
+ * @param key Key pressed
\r
+ * @param x x co-ordinate of mouse
\r
+ * @param y y co-ordinate of mouse
\r
+ */
\r
void keyboard(unsigned char key, int x, int y) {
\r
switch(key) {
\r
case 'w':
\r
void keyboard(unsigned char key, int x, int y) {
\r
switch(key) {
\r
case 'w':
\r
-
z =
z - 1;
\r
+
camz = cam
z - 1;
\r
break;
\r
case 'a':
\r
break;
\r
case 'a':
\r
-
x =
x - 1;
\r
+
camx = cam
x - 1;
\r
break;
\r
case 's':
\r
break;
\r
case 's':
\r
-
z =
z + 1;
\r
+
camz = cam
z + 1;
\r
break;
\r
case 'd':
\r
break;
\r
case 'd':
\r
-
x =
x + 1;
\r
+
camx = cam
x + 1;
\r
break;
\r
case 'q':
\r
break;
\r
case 'q':
\r
-
y =
y + 1;
\r
+
camy = cam
y + 1;
\r
break;
\r
case 'e':
\r
break;
\r
case 'e':
\r
-
y =
y - 1;
\r
+
camy = cam
y - 1;
\r
break;
\r
}
\r
break;
\r
}
\r
- printf("Camera is now at (%f, %f, %f)", x, y, z);
\r
+ printf("Camera is now at (%f, %f, %f)\n", camx, camy, camz);
\r
+ glutPostRedisplay();
\r
}
\r
\r
/**
\r
}
\r
\r
/**
\r
@@
-279,11
+289,13
@@
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
\r
glLoadIdentity();
\r
gluLookAt(
\r
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
\r
glLoadIdentity();
\r
gluLookAt(
\r
-
x, y, z
, /* eye is at (x,y,z) */
\r
+
0.0, 0.0, 10.0
, /* eye is at (x,y,z) */
\r
0.0, 0.0, 0.0, /* center is at (x,y,z) */
\r
0.0, 0.0, 0.0, /* center is at (x,y,z) */
\r
- 0.0, 1.0, 0.0 /* up is in postivie Y direction */
\r
+ 0.0,
-
1.0, 0.0 /* up is in postivie Y direction */
\r
);
\r
\r
);
\r
\r
+ glTranslatef(camx, camy, camz);
\r
+
\r
// **NOTE: Currently this rotation function is all that moves the camera off
\r
// the flat surface. Need to integrate function into gluLookAt
\r
glRotatef(30.0, 1.0, 0.0, 0.0);
\r
// **NOTE: Currently this rotation function is all that moves the camera off
\r
// the flat surface. Need to integrate function into gluLookAt
\r
glRotatef(30.0, 1.0, 0.0, 0.0);
\r
UCC
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