Esempio n. 1
0
void keyCallback(GLFWwindow* window, int key, int scancode, int action, int mods){	
	if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS){
		glfwSetWindowShouldClose(window, GL_TRUE);
	}
	else{
		switch(key){
			case GLFW_KEY_A:
				renderCam->positions[0].x += (float)CAM_MOVE;
				cameraReset();
				break;
			case GLFW_KEY_D:
				renderCam->positions[0].x -= (float)CAM_MOVE;
				cameraReset();
				break;
			case GLFW_KEY_W:
				renderCam->positions[0].y += (float)CAM_MOVE;
				cameraReset();
				break;
			case GLFW_KEY_S:
				renderCam->positions[0].y -= (float)CAM_MOVE;
				cameraReset();
				break;
			case GLFW_KEY_Q:  //zoom in
				renderCam->positions[0].z -= (float)CAM_MOVE;
				cameraReset();
				break;
			case GLFW_KEY_E:  //zoom out
				renderCam->positions[0].z += (float)CAM_MOVE;
				cameraReset();
				break;
			default:
				break;
		}
	}	
}
Esempio n. 2
0
static int
readCamera(moveContext *context)
{
   int ret;

   ret = cameraReadEx (0, &context->camRead);
   switch (ret) {
      case CAMERA_ERRO_NEED_START:
        cameraReset (0);
        ret = gemPrepareCamera (128, 0.5);
        printf ("GemPrepareCamera return %d exposure set to 128 and quality to 0.5 before cameraStart\n",
                ret);
        printf ("lets go!! It's time to look your face in Sony Bravia :P\n");
        ret = cameraStart (0);
        printf ("cameraStart return %d \n", ret);
        printf ("*******************************************\n");
        printf ("* Now make sure you have a Move connected\n");
        printf ("* and point it towards the camera and press\n");
        printf ("* the action button to calibrate\n");
        printf ("*******************************************\n");
        break;

      case 0:
        break;

      default:
        printf ("error %08X ", ret);
        ret = 1;
        break;
     }
   // printf("despues de start return %d \n",ret);
   if (ret == 0 && context->camRead.readcount != 0)
     {
        return context->camRead.readcount;
     }
   else {
        return 0;
     }
}