void GLUI_Rotation::copy_ball_to_float_array( void ) { mat4 tmp_rot; tmp_rot = *ball->rot_ptr; set_float_array_val( (float*) &tmp_rot[0][0] ); }
int GLUI_Translation::iaction_mouse_held_down_handler( int local_x, int local_y, int inside) { float x_off, y_off; float off_array[2]; x_off = scale_factor * (float)(local_x - down_x); y_off = -scale_factor * (float)(local_y - down_y); if ( glui->curr_modifiers & GLUT_ACTIVE_SHIFT ) { x_off *= 100.0f; y_off *= 100.0f; } else if ( glui->curr_modifiers & GLUT_ACTIVE_CTRL ) { x_off *= .01f; y_off *= .01f; } if ( trans_type == GLUI_TRANSLATION_XY ) { if ( locked == GLUI_TRANSLATION_LOCK_X ) y_off = 0.0; else if ( locked == GLUI_TRANSLATION_LOCK_Y ) x_off = 0.0; off_array[0] = x_off + orig_x; off_array[1] = y_off + orig_y; } else if ( trans_type == GLUI_TRANSLATION_X ) { off_array[0] = x_off + orig_x; } else if ( trans_type == GLUI_TRANSLATION_Y ) { off_array[0] = y_off + orig_y; } else if ( trans_type == GLUI_TRANSLATION_Z ) { off_array[0] = y_off + orig_z; } set_float_array_val( (float*) &off_array[0] ); return false; }