static void display();
static void reshape(int x, int y);
static void keydown(unsigned char key, int x, int y);
+static void keyup(unsigned char key, int x, int y);
static void mouse(int bn, int st, int x, int y);
static void motion(int x, int y);
static Mesh *mesh_head;
static Hair hair;
-int win_width, win_height;
-float cam_theta, cam_phi = 25, cam_dist = 8;
+static int win_width, win_height;
+static float cam_theta, cam_phi = 25, cam_dist = 8;
+static float hair_deg;
int main(int argc, char **argv)
{
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keydown);
+ glutKeyboardUpFunc(keyup);
glutMouseFunc(mouse);
glutMotionFunc(motion);
for(size_t i=0; i<meshes.size(); i++) {
meshes[i]->calc_bbox();
-
+/*
Vec3 v0 = meshes[i]->bbox.v0;
Vec3 v1 = meshes[i]->bbox.v1;
printf("mesh: %s\n", meshes[i]->name.c_str());
printf("AABB mesh %d: v0: (%f, %f, %f) v1: (%f, %f, %f)\n",
(int)i, v0.x, v0.y, v0.z, v1.x, v1.y, v1.z);
-
+*/
meshes[i]->update_vbo(MESH_ALL);
+/*
printf("num vertices: %d num triangles: %d\n",
(int)meshes[i]->vertices.size(),
(int)meshes[i]->indices.size() / 3);
-
+*/
if(meshes[i]->name == "head") {
mesh_head = meshes[i];
}
static void keydown(unsigned char key, int /*x*/, int /*y*/)
{
switch(key) {
+ case 'h':
+ case 'H':
+ printf("key %u down\n", key);
+ break;
case 27:
exit(0);
+ default:
+ break;
+ }
+}
+
+static void keyup(unsigned char key, int /*x*/, int /*y*/)
+{
+ switch(key) {
+ case 'h':
+ case 'H':
+ printf("key %u up\n", key);
+ break;
+ default:
+ break;
}
}