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Implement Scene Objects; their drawing and parameters. Implement base code for Soluti...
[atyndall/cits2231.git]
/
scene.c
diff --git
a/scene.c
b/scene.c
index
d794a0f
..
c650c05
100644
(file)
--- a/
scene.c
+++ b/
scene.c
@@
-110,7
+110,6
@@
void processLightEvents(int id) {
* @param id ID of object selected
\r
*/
\r
void processObjectEvents(int id) {
\r
* @param id ID of object selected
\r
*/
\r
void processObjectEvents(int id) {
\r
- // **NOTE: For the testing phase, only have the teapot
\r
addSceneObject(id);
\r
glutPostRedisplay();
\r
}
\r
addSceneObject(id);
\r
glutPostRedisplay();
\r
}
\r
@@
-120,7
+119,10
@@
void processObjectEvents(int id) {
* @param id ID of texutre selected
\r
*/
\r
void processTextureEvents(int id) {
\r
* @param id ID of texutre selected
\r
*/
\r
void processTextureEvents(int id) {
\r
-
\r
+ if ( curObject >= 0 ) {
\r
+ sceneObjs[curObject].texture = id;
\r
+ glutPostRedisplay();
\r
+ }
\r
}
\r
\r
/**
\r
}
\r
\r
/**
\r
@@
-168,7
+170,7
@@
void makeMenu() {
glutAddMenuEntry("Position/Scale", M_POSITION_SCALE);
\r
glutAddMenuEntry("Rotation/Texture Scale", M_ROTATION_TEXTURE_SCALE);
\r
//glutAddSubMenu("Material", materialMenu);
\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("Texture", textureMenu);
\r
glutAddSubMenu("Ground texture", gTextureMenu);
\r
//glutAddSubMenu("Lights", lightMenu);
\r
glutAddMenuEntry("Exit", M_EXIT);
\r
glutAddSubMenu("Ground texture", gTextureMenu);
\r
//glutAddSubMenu("Lights", lightMenu);
\r
glutAddMenuEntry("Exit", M_EXIT);
\r
@@
-390,13
+392,10
@@
void display() {
SceneObject so = sceneObjs[i];
\r
\r
// Apply rotation vector
\r
SceneObject so = sceneObjs[i];
\r
\r
// Apply rotation vector
\r
- GLfloat* rv = &so.rotation.vector;
\r
- printf("%f, %f, %f\n", rv[0], rv[1], rv[2]);
\r
- glRotatef(so.rotation.amount, rv[0], rv[1], rv[2]);
\r
+ glRotatef(so.rotation.amount, so.rotation.vector[0], so.rotation.vector[1], so.rotation.vector[2]);
\r
\r
// Apply scaling vector
\r
\r
// Apply scaling vector
\r
- GLfloat* sv = &so.scale;
\r
- glScalef(sv[0], sv[1], sv[2]);
\r
+ glScalef(so.scale[0], so.scale[1], so.scale[2]);
\r
\r
// Apply translation vector
\r
glTranslatef(so.x, so.y, so.z);
\r
\r
// Apply translation vector
\r
glTranslatef(so.x, so.y, so.z);
\r
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