diff options
Diffstat (limited to 'hacks/glx/rubik.c')
| -rw-r--r-- | hacks/glx/rubik.c | 2155 |
1 files changed, 0 insertions, 2155 deletions
diff --git a/hacks/glx/rubik.c b/hacks/glx/rubik.c deleted file mode 100644 index 3be93c5..0000000 --- a/hacks/glx/rubik.c +++ /dev/null @@ -1,2155 +0,0 @@ -/* -*- Mode: C; tab-width: 4 -*- */ -/* rubik --- Shows an auto-solving Rubik's cube */ - -#if 0 -static const char sccsid[] = "@(#)rubik.c 5.01 2001/03/01 xlockmore"; -#endif - -/*- - * Permission to use, copy, modify, and distribute this software and its - * documentation for any purpose and without fee is hereby granted, - * provided that the above copyright notice appear in all copies and that - * both that copyright notice and this permission notice appear in - * supporting documentation. - * - * This file is provided AS IS with no warranties of any kind. The author - * shall have no liability with respect to the infringement of copyrights, - * trade secrets or any patents by this file or any part thereof. In no - * event will the author be liable for any lost revenue or profits or - * other special, indirect and consequential damages. - * - * This mode shows an auto-solving rubik's cube "puzzle". If somebody - * intends to make a game or something based on this code, please let me - * know first, my e-mail address is provided in this comment. Marcelo. - * - * Thanks goes also to Brian Paul for making it possible and inexpensive - * to use OpenGL at home. - * - * Since I'm not a native English speaker, my apologies for any grammatical - * mistakes. - * - * My e-mail address is - * mfvianna@centroin.com.br - * - * Marcelo F. Vianna (Jul-31-1997) - * - * Revision History: - * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver) - * 01-Mar-2001: Added FPS stuff - Eric Lassauge <lassauge@mail.dotcom.fr> - * 01-Nov-2000: Allocation checks - * 27-Apr-1999: LxMxN stuff added. - * 26-Sep-1998: Added some more movement (the cube does not stay in the screen - * center anymore. Also fixed the scale problem immediately after - * shuffling when the puzzle is solved. - * 08-Aug-1997: Now has some internals from xrubik by David Bagley - * This should make it easier to add features. - * 02-Aug-1997: Now behaves more like puzzle.c: first show the cube being - * shuffled and then being solved. A mode specific option was - * added: - * "+/-hideshuffling" to provide the original behavior (in which - * only the solution is shown). - * The color labels corners are now rounded. - * Optimized the cubit() routine using glLists. - * 01-Aug-1997: Shuffling now avoids movements that undoes the previous - * movement and three consecutive identical moves (which is - * pretty stupid). - * improved the "cycles" option in replacement of David's hack, - * now rp->anglestep is a GLfloat, so this option selects the - * "exact" number of frames that a rotation (movement) takes to - * complete. - * 30-Jul-1997: Initial release, there is no algorithm to solve the puzzle, - * instead, it randomly shuffle the cube and then make the - * movements in the reverse order. - * The mode was written in 1 day (I got sick and had the day off). - * There was not much to do since I could not leave home... :) - */ - -/*- - * Color labels mapping: - * ===================== - * - * +-----------+ - * |0--> | - * || | - * |v TOP(0) | - * | | - * | 8| - * +-----------+-----------+-----------+ - * |0--> |0--> |0--> | - * || || || | - * |v LEFT(1) |v FRONT(2) |v RIGHT(3) | - * | | | | - * | 8| 8| 8| - * +-----------+-----------+-----------+ - * |0--> | - * || | - * |v BOTTOM(4)| - * | | - * | 8| - * +-----------+ +---+---+---+ - * |0--> | | 0 | 1 | 2 | - * || | |--xxxxx(N)-+ - * |v BACK(5) | | 3 | 4 | 5 | - * | | +---+---+---+ - * | 8| | 6 | 7 | 8 | - * +-----------+ +---+---+---+ - * - * Map to 3d - * FRONT => X, Y - * BACK => X, Y - * LEFT => Z, Y - * RIGHT => Z, Y - * TOP => X, Z - * BOTTOM => X, Z - */ - -#ifdef STANDALONE -# define MODE_rubik -# define DEFAULTS "*delay: 20000 \n" \ - "*count: -30 \n" \ - "*showFPS: False \n" \ - "*cycles: 20 \n" \ - "*size: -6 \n" \ - "*suppressRotationAnimation: True\n" \ - -# define release_rubik 0 -# include "xlockmore.h" /* from the xscreensaver distribution */ -#else /* !STANDALONE */ -# include "xlock.h" /* from the xlockmore distribution */ -# include "vis.h" -#endif /* !STANDALONE */ - -#include "gltrackball.h" - -#ifdef MODE_rubik - -#define DEF_SIZEX "0" -#define DEF_SIZEY "0" -#define DEF_SIZEZ "0" -#define DEF_HIDESHUFFLING "False" - -static int sizex; -static int sizey; -static int sizez; -static Bool hideshuffling; - -static XrmOptionDescRec opts[] = -{ - {"-sizex", ".rubik.sizex", XrmoptionSepArg, 0}, - {"-sizey", ".rubik.sizey", XrmoptionSepArg, 0}, - {"-sizez", ".rubik.sizez", XrmoptionSepArg, 0}, - {"-hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "on"}, - {"+hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "off"} -}; - -static argtype vars[] = -{ - {&sizex, "sizex", "SizeX", DEF_SIZEX, t_Int}, - {&sizey, "sizey", "SizeY", DEF_SIZEY, t_Int}, - {&sizez, "sizez", "SizeZ", DEF_SIZEZ, t_Int}, - {&hideshuffling, "hideshuffling", "Hideshuffling", DEF_HIDESHUFFLING, t_Bool} -}; - -static OptionStruct desc[] = -{ - {"-sizex num", "number of cubies along x axis (overrides size)"}, - {"-sizey num", "number of cubies along y axis (overrides size)"}, - {"-sizez num", "number of cubies along z axis (overrides size)"}, - {"-/+hideshuffling", "turn on/off hidden shuffle phase"} -}; - -ENTRYPOINT ModeSpecOpt rubik_opts = -{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc}; - -#ifdef USE_MODULES -ModStruct rubik_description = -{"rubik", "init_rubik", "draw_rubik", (char *) NULL, - "draw_rubik", "change_rubik", "free_rubik", &rubik_opts, - 10000, -30, 5, -6, 64, 1.0, "", - "Shows an auto-solving Rubik's Cube", 0, NULL}; - -#endif - -#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2) -#define sqr(A) ((A)*(A)) - -#ifndef Pi -#define Pi M_PI -#endif - - -#define ACTION_SOLVE 1 -#define ACTION_SHUFFLE 0 - -#define DELAY_AFTER_SHUFFLING 5 -#define DELAY_AFTER_SOLVING 20 - -/*************************************************************************/ - -#define MINSIZE 2 -#define MAXSIZEX (rp->sizex) -#define MAXSIZEY (rp->sizey) -#define MAXSIZEZ (rp->sizez) -#define AVSIZE ((rp->sizex+rp->sizey+rp->sizez)/3.0) /* Use of this should be minimized */ -#define MAXMAXSIZE (MAX(MAXSIZEX,MAX(MAXSIZEY,MAXSIZEZ))) -#define MAXSIZEXY (MAXSIZEX*MAXSIZEY) -#define MAXSIZEYZ (MAXSIZEY*MAXSIZEZ) -#define MAXSIZEZX (MAXSIZEZ*MAXSIZEX) -#define LASTX (MAXSIZEX-1) -#define LASTY (MAXSIZEY-1) -#define LASTZ (MAXSIZEZ-1) -/* These are not likely to change but... */ -#define FIRSTX 0 -#define FIRSTY 0 -#define FIRSTZ 0 - -#define Scale4Window (0.9/AVSIZE) -#define Scale4Iconic (2.1/AVSIZE) - -#define MAXORIENT 4 /* Number of orientations of a square */ -#define MAXFACES 6 /* Number of faces */ - -/* Directions relative to the face of a cubie */ -#define TOP 0 -#define RIGHT 1 -#define BOTTOM 2 -#define LEFT 3 -#define CW (MAXORIENT+1) -#define HALF (MAXORIENT+2) -#define CCW (2*MAXORIENT-1) - -#define TOP_FACE 0 -#define LEFT_FACE 1 -#define FRONT_FACE 2 -#define RIGHT_FACE 3 -#define BOTTOM_FACE 4 -#define BACK_FACE 5 -#define NO_FACE (MAXFACES) -#define NO_ROTATION (2*MAXORIENT) -#define NO_DEPTH MAXMAXSIZE - -#define REVX(a) (MAXSIZEX - a - 1) -#define REVY(a) (MAXSIZEY - a - 1) -#define REVZ(a) (MAXSIZEZ - a - 1) - -#define CUBELEN 0.50 -#define CUBEROUND (CUBELEN-0.05) -#define STICKERLONG (CUBEROUND-0.05) -#define STICKERSHORT (STICKERLONG-0.05) -#define STICKERDEPTH (CUBELEN+0.01) - -#define ObjCubit 0 -#define MaxObj 1 -typedef struct _RubikLoc { - int face; - int rotation; /* Not used yet */ -} RubikLoc; - -typedef struct _RubikRowNext { - int face, direction, sideFace; -} RubikRowNext; - -typedef struct _RubikMove { - int face, direction; - int position; -} RubikMove; - -typedef struct _RubikSlice { - int face, rotation; - int depth; -} RubikSlice; - -/*- - * Pick a face and a direction on face the next face and orientation - * is then known. - */ -static const RubikLoc slideNextRow[MAXFACES][MAXORIENT] = -{ - { - {5, TOP}, - {3, RIGHT}, - {2, TOP}, - {1, LEFT}}, - { - {0, RIGHT}, - {2, TOP}, - {4, LEFT}, - {5, BOTTOM}}, - { - {0, TOP}, - {3, TOP}, - {4, TOP}, - {1, TOP}}, - { - {0, LEFT}, - {5, BOTTOM}, - {4, RIGHT}, - {2, TOP}}, - { - {2, TOP}, - {3, LEFT}, - {5, TOP}, - {1, RIGHT}}, - { - {4, TOP}, - {3, BOTTOM}, - {0, TOP}, - {1, BOTTOM}} -}; - -/*- - * Examine cubie 0 on each face, its 4 movements (well only 2 since the - * other 2 will be opposites) and translate it into slice movements). - * CW = DEEP Depth CCW == SHALLOW Depth with reference to faces 0, 1, and 2 - */ -static const RubikLoc rotateSlice[MAXFACES][MAXORIENT / 2] = -{ - { - {1, CCW}, - {2, CW}, - }, - { - {2, CW}, - {0, CCW}, - }, - { - {1, CCW}, - {0, CCW}, - }, - { - {2, CCW}, - {0, CCW}, - }, - { - {1, CCW}, - {2, CCW}, - }, - { - {1, CCW}, - {0, CW}, - } -}; - -/*- - * Rotate face clockwise by a number of orients, then the top of the - * face then points to this face - */ -static const int rowToRotate[MAXFACES][MAXORIENT] = -{ - {3, 2, 1, 5}, - {2, 4, 5, 0}, - {3, 4, 1, 0}, - {5, 4, 2, 0}, - {3, 5, 1, 2}, - {3, 0, 1, 4} -}; - -/* - * This translates a clockwise move to something more manageable - */ -static const RubikRowNext rotateToRow[MAXFACES] = /*CW to min face */ -{ - {1, LEFT, TOP}, - {0, BOTTOM, RIGHT}, - {0, RIGHT, BOTTOM}, - {0, TOP, LEFT}, - {1, RIGHT, BOTTOM}, - {0, LEFT, TOP} -}; - -typedef struct { - GLint WindH, WindW; - GLfloat step; - RubikMove *moves; - int storedmoves; - int degreeTurn; - int shufflingmoves; - int sizex, sizey, sizez; - float avsize, avsizeSq; - int action; - int done; - GLfloat anglestep; - RubikLoc *cubeLoc[MAXFACES]; - RubikLoc *rowLoc[MAXORIENT]; - RubikMove movement; - GLfloat rotatestep; - GLfloat PX, PY, VX, VY; - GLXContext *glx_context; - Bool button_down_p; - trackball_state *trackball; -} rubikstruct; - -static const float front_shininess[] = {60.0}; -static const float front_specular[] = {0.7, 0.7, 0.7, 1.0}; -static const float ambient[] = {0.0, 0.0, 0.0, 1.0}; -static const float diffuse[] = {1.0, 1.0, 1.0, 1.0}; -static const float position0[] = {1.0, 1.0, 1.0, 0.0}; -static const float position1[] = {-1.0, -1.0, 1.0, 0.0}; -static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0}; -static const float lmodel_twoside[] = {GL_TRUE}; - -static const float MaterialRed[] = {0.5, 0.0, 0.0, 1.0}; -static const float MaterialGreen[] = {0.0, 0.5, 0.0, 1.0}; -static const float MaterialBlue[] = {0.0, 0.0, 0.5, 1.0}; -static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0}; -static const float MaterialOrange[] = {0.9, 0.45, 0.36, 1.0}; - -#if 0 -static float MaterialMagenta[] = {0.7, 0.0, 0.7, 1.0}; -static float MaterialCyan[] = {0.0, 0.7, 0.7, 1.0}; - -#endif -static const float MaterialWhite[] = {0.8, 0.8, 0.8, 1.0}; -static const float MaterialGray[] = {0.2, 0.2, 0.2, 1.0}; -static const float MaterialGray3[] = {0.3, 0.3, 0.3, 1.0}; -static const float MaterialGray4[] = {0.4, 0.4, 0.4, 1.0}; -static const float MaterialGray5[] = {0.5, 0.5, 0.5, 1.0}; -static const float MaterialGray6[] = {0.6, 0.6, 0.6, 1.0}; -static const float MaterialGray7[] = {0.7, 0.7, 0.7, 1.0}; - -static rubikstruct *rubik = (rubikstruct *) NULL; - - -static void -pickcolor(int C, int mono) -{ - switch (C) { - case TOP_FACE: - if (mono) - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray3); - else - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed); - break; - case LEFT_FACE: - if (mono) - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6); - else - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow); - break; - case FRONT_FACE: - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite); - break; - case RIGHT_FACE: - if (mono) - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray4); - else - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGreen); - break; - case BOTTOM_FACE: - if (mono) - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray7); - else - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialOrange); - break; - case BACK_FACE: - if (mono) - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray5); - else - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue); - break; -#if 0 - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialCyan); - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialMagenta); -#endif - } -} - -static void -faceSizes(rubikstruct * rp, int face, int * sizeOfRow, int * sizeOfColumn) -{ - switch (face) { - case 0: /* TOP */ - case 4: /* BOTTOM */ - *sizeOfRow = MAXSIZEX; - *sizeOfColumn = MAXSIZEZ; - break; - case 1: /* LEFT */ - case 3: /* RIGHT */ - *sizeOfRow = MAXSIZEZ; - *sizeOfColumn = MAXSIZEY; - break; - case 2: /* FRONT */ - case 5: /* BACK */ - *sizeOfRow = MAXSIZEX; - *sizeOfColumn = MAXSIZEY; - break; - default: abort(); - } -} - -static Bool -checkFaceSquare(rubikstruct * rp, int face) -{ - int sizeOfRow, sizeOfColumn; - - faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); - return (sizeOfRow == sizeOfColumn); - /* Cubes can be made square with a 4x2 face where 90 degree turns - * should be permitted but that is kind of complicated for me. - * This can be done in 2 ways where the side of the cubies are - * the same size and one where one side (the side with half the - * number of cubies) is twice the size of the other. The first is - * complicated because faces of cubies can go under other faces. - * The second way is similar to "banded cubes" where scotch tape - * restricts the moves of some cubes. Here you have to keep track - * of the restrictions and show banded cubies graphically as one - * cube. - */ -} - -static int -sizeFace(rubikstruct * rp, int face) -{ - int sizeOfRow, sizeOfColumn; - - faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); - return (sizeOfRow * sizeOfColumn); -} - -static int -sizeRow(rubikstruct * rp, int face) -{ - int sizeOfRow, sizeOfColumn; /* sizeOfColumn not used */ - - faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); - return sizeOfRow; -} - -static Bool -draw_stickerless_cubit(rubikstruct *rp, unsigned long *polysP) -{ - glBegin(GL_QUADS); - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); - /* Put sticker here */ - glNormal3f(0.00, 0.00, 1.00); - glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); - glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); - glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); - glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); - (*polysP)++; - glNormal3f(0.00, 0.00, -1.00); - glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); - glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); - glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); - glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); - (*polysP)++; - glNormal3f(-1.00, 0.00, 0.00); - glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); - glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); - glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); - glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); - (*polysP)++; - glNormal3f(1.00, 0.00, 0.00); - glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); - glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); - glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); - glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); - (*polysP)++; - glNormal3f(0.00, -1.00, 0.00); - glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); - glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); - glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); - glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); - (*polysP)++; - glNormal3f(0.00, 1.00, 0.00); - glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); - glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); - glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); - glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); - (*polysP)++; - - /* Edges of cubit */ - glNormal3f(-1.00, -1.00, 0.00); - glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); - glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); - glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); - glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); - (*polysP)++; - glNormal3f(1.00, 1.00, 0.00); - glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); - glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); - glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); - glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); - (*polysP)++; - glNormal3f(-1.00, 1.00, 0.00); - glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); - glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); - glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); - glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); - (*polysP)++; - glNormal3f(1.00, -1.00, 0.00); - glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); - glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); - glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); - glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); - (*polysP)++; - glNormal3f(0.00, -1.00, -1.00); - glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); - glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); - glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); - glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); - (*polysP)++; - glNormal3f(0.00, 1.00, 1.00); - glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); - glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); - glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); - glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); - (*polysP)++; - glNormal3f(0.00, -1.00, 1.00); - glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); - glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); - glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); - glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); - (*polysP)++; - glNormal3f(0.00, 1.00, -1.00); - glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); - glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); - glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); - glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); - (*polysP)++; - glNormal3f(-1.00, 0.00, -1.00); - glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); - glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); - glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); - glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); - (*polysP)++; - glNormal3f(1.00, 0.00, 1.00); - glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); - glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); - glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); - glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); - (*polysP)++; - glNormal3f(1.00, 0.00, -1.00); - glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); - glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); - glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); - glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); - (*polysP)++; - glNormal3f(-1.00, 0.00, 1.00); - glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); - glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); - glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); - glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); - (*polysP)++; - glEnd(); - glBegin(GL_TRIANGLES); - glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray); - /* Corners of cubit */ - glNormal3f(1.00, 1.00, 1.00); - glVertex3f(CUBEROUND, CUBEROUND, CUBELEN); - glVertex3f(CUBELEN, CUBEROUND, CUBEROUND); - glVertex3f(CUBEROUND, CUBELEN, CUBEROUND); - (*polysP)++; - glNormal3f(-1.00, -1.00, -1.00); - glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND); - glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND); - glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN); - (*polysP)++; - glNormal3f(-1.00, 1.00, 1.00); - glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN); - glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND); - (*polysP)++; - glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND); - glNormal3f(1.00, -1.00, -1.00); - glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND); - glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND); - glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN); - (*polysP)++; - glNormal3f(1.00, -1.00, 1.00); - glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN); - glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND); - glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND); - (*polysP)++; - glNormal3f(-1.00, 1.00, -1.00); - glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND); - glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND); - glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN); - (*polysP)++; - glNormal3f(-1.00, -1.00, 1.00); - glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN); - glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND); - glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND); - (*polysP)++; - glNormal3f(1.00, 1.00, -1.00); - glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND); - glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN); - glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND); - (*polysP)++; - glEnd(); - return True; -} - -static Bool -draw_cubit(ModeInfo * mi, - int back, int front, int left, int right, int bottom, int top, - unsigned long *polysP) -{ - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; - int mono = MI_IS_MONO(mi); - - if (!draw_stickerless_cubit(rp, polysP)) - return False; - if (back != NO_FACE) { - glBegin(GL_POLYGON); - pickcolor(back, mono); - glNormal3f(0.00, 0.00, -1.00); - glVertex3f(-STICKERSHORT, STICKERLONG, -STICKERDEPTH); - glVertex3f(STICKERSHORT, STICKERLONG, -STICKERDEPTH); - glVertex3f(STICKERLONG, STICKERSHORT, -STICKERDEPTH); - glVertex3f(STICKERLONG, -STICKERSHORT, -STICKERDEPTH); - glVertex3f(STICKERSHORT, -STICKERLONG, -STICKERDEPTH); - glVertex3f(-STICKERSHORT, -STICKERLONG, -STICKERDEPTH); - glVertex3f(-STICKERLONG, -STICKERSHORT, -STICKERDEPTH); - glVertex3f(-STICKERLONG, STICKERSHORT, -STICKERDEPTH); - (*polysP)++; - glEnd(); - } - if (front != NO_FACE) { - glBegin(GL_POLYGON); - pickcolor(front, mono); - glNormal3f(0.00, 0.00, 1.00); - glVertex3f(-STICKERSHORT, -STICKERLONG, STICKERDEPTH); - glVertex3f(STICKERSHORT, -STICKERLONG, STICKERDEPTH); - glVertex3f(STICKERLONG, -STICKERSHORT, STICKERDEPTH); - glVertex3f(STICKERLONG, STICKERSHORT, STICKERDEPTH); - glVertex3f(STICKERSHORT, STICKERLONG, STICKERDEPTH); - glVertex3f(-STICKERSHORT, STICKERLONG, STICKERDEPTH); - glVertex3f(-STICKERLONG, STICKERSHORT, STICKERDEPTH); - glVertex3f(-STICKERLONG, -STICKERSHORT, STICKERDEPTH); - (*polysP)++; - glEnd(); - } - if (left != NO_FACE) { - glBegin(GL_POLYGON); - pickcolor(left, mono); - glNormal3f(-1.00, 0.00, 0.00); - glVertex3f(-STICKERDEPTH, -STICKERSHORT, STICKERLONG); - glVertex3f(-STICKERDEPTH, STICKERSHORT, STICKERLONG); - glVertex3f(-STICKERDEPTH, STICKERLONG, STICKERSHORT); - glVertex3f(-STICKERDEPTH, STICKERLONG, -STICKERSHORT); - glVertex3f(-STICKERDEPTH, STICKERSHORT, -STICKERLONG); - glVertex3f(-STICKERDEPTH, -STICKERSHORT, -STICKERLONG); - glVertex3f(-STICKERDEPTH, -STICKERLONG, -STICKERSHORT); - glVertex3f(-STICKERDEPTH, -STICKERLONG, STICKERSHORT); - (*polysP)++; - glEnd(); - } - if (right != NO_FACE) { - glBegin(GL_POLYGON); - pickcolor(right, mono); - glNormal3f(1.00, 0.00, 0.00); - glVertex3f(STICKERDEPTH, -STICKERSHORT, -STICKERLONG); - glVertex3f(STICKERDEPTH, STICKERSHORT, -STICKERLONG); - glVertex3f(STICKERDEPTH, STICKERLONG, -STICKERSHORT); - glVertex3f(STICKERDEPTH, STICKERLONG, STICKERSHORT); - glVertex3f(STICKERDEPTH, STICKERSHORT, STICKERLONG); - glVertex3f(STICKERDEPTH, -STICKERSHORT, STICKERLONG); - glVertex3f(STICKERDEPTH, -STICKERLONG, STICKERSHORT); - glVertex3f(STICKERDEPTH, -STICKERLONG, -STICKERSHORT); - (*polysP)++; - glEnd(); - } - if (bottom != NO_FACE) { - glBegin(GL_POLYGON); - pickcolor(bottom, mono); - glNormal3f(0.00, -1.00, 0.00); - glVertex3f(STICKERLONG, -STICKERDEPTH, -STICKERSHORT); - glVertex3f(STICKERLONG, -STICKERDEPTH, STICKERSHORT); - glVertex3f(STICKERSHORT, -STICKERDEPTH, STICKERLONG); - glVertex3f(-STICKERSHORT, -STICKERDEPTH, STICKERLONG); - glVertex3f(-STICKERLONG, -STICKERDEPTH, STICKERSHORT); - glVertex3f(-STICKERLONG, -STICKERDEPTH, -STICKERSHORT); - glVertex3f(-STICKERSHORT, -STICKERDEPTH, -STICKERLONG); - glVertex3f(STICKERSHORT, -STICKERDEPTH, -STICKERLONG); - (*polysP)++; - glEnd(); - } - if (top != NO_FACE) { - glBegin(GL_POLYGON); - pickcolor(top, mono); - glNormal3f(0.00, 1.00, 0.00); - glVertex3f(-STICKERLONG, STICKERDEPTH, -STICKERSHORT); - glVertex3f(-STICKERLONG, STICKERDEPTH, STICKERSHORT); - glVertex3f(-STICKERSHORT, STICKERDEPTH, STICKERLONG); - glVertex3f(STICKERSHORT, STICKERDEPTH, STICKERLONG); - glVertex3f(STICKERLONG, STICKERDEPTH, STICKERSHORT); - glVertex3f(STICKERLONG, STICKERDEPTH, -STICKERSHORT); - glVertex3f(STICKERSHORT, STICKERDEPTH, -STICKERLONG); - glVertex3f(-STICKERSHORT, STICKERDEPTH, -STICKERLONG); - (*polysP)++; - glEnd(); - } - return True; -} - -/* Convert move to weird general notation */ -static void -convertMove(rubikstruct * rp, RubikMove move, RubikSlice * slice) -{ - RubikLoc plane; - int sizeOfRow, sizeOfColumn; - - plane = rotateSlice[(int) move.face][move.direction % 2]; - (*slice).face = plane.face; - (*slice).rotation = plane.rotation; - - faceSizes(rp, move.face, &sizeOfRow, &sizeOfColumn); - if (plane.face == 1 || /* VERTICAL */ - (plane.face == 2 && (move.face == 1 || move.face == 3))) { - if ((*slice).rotation == CW) - (*slice).depth = sizeOfRow - 1 - move.position % - sizeOfRow; - else - (*slice).depth = move.position % sizeOfRow; - } else { /* (plane.face == 0 || *//* HORIZONTAL *//* - (plane.face == 2 && (move.face == 0 || move.face == 4))) */ - if ((*slice).rotation == CW) - (*slice).depth = sizeOfColumn - 1 - move.position / - sizeOfRow; - else - (*slice).depth = move.position / sizeOfRow; - } - /* If (*slice).depth = 0 then face 0, face 1, or face 2 moves */ - if (move.direction / 2) - (*slice).rotation = ((*slice).rotation == CW) ? CCW : CW; -} - -/* Assume the size is at least 2, or its just not challenging... */ -static Bool -draw_cube(ModeInfo * mi) -{ -#define S1 1 -#define SX ((GLint)S1*(MAXSIZEX-1)) -#define SY ((GLint)S1*(MAXSIZEY-1)) -#define SZ ((GLint)S1*(MAXSIZEZ-1)) -#define HALFX (((GLfloat)MAXSIZEX-1.0)/2.0) -#define HALFY (((GLfloat)MAXSIZEY-1.0)/2.0) -#define HALFZ (((GLfloat)MAXSIZEZ-1.0)/2.0) -#define MIDX(a) (((GLfloat)(2*a-MAXSIZEX+1))/2.0) -#define MIDY(a) (((GLfloat)(2*a-MAXSIZEY+1))/2.0) -#define MIDZ(a) (((GLfloat)(2*a-MAXSIZEZ+1))/2.0) -#define DRAW_CUBIT(mi,b,f,l,r,bm,t) if (!draw_cubit(mi,b,f,l,r,bm,t,&mi->polygon_count)) return False - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; - RubikSlice slice; - GLfloat rotatestep; - int i, j, k; - - if (rp->movement.face == NO_FACE) { - slice.face = NO_FACE; - slice.rotation = NO_ROTATION; - slice.depth = NO_DEPTH; - } else { - convertMove(rp, rp->movement, &slice); - } - rotatestep = (slice.rotation == CCW) ? rp->rotatestep : -rp->rotatestep; - - -/*- - * The glRotatef() routine transforms the coordinate system for every future - * vertex specification (this is not so simple, but by now comprehending this - * is sufficient). So if you want to rotate the inner slice, you can draw - * one slice, rotate the anglestep for the centerslice, draw the inner slice, - * rotate reversely and draw the other slice. - * There is a sequence for drawing cubies for each axis being moved... - */ - switch (slice.face) { - case NO_FACE: - case TOP_FACE: /* BOTTOM_FACE too */ - glPushMatrix(); - if (slice.depth == MAXSIZEY - 1) - glRotatef(rotatestep, 0, HALFY, 0); - - glTranslatef(-HALFX, -HALFY, -HALFZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE, - rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE); - } - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face, - rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(S1, 0, -SZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE, - NO_FACE, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE); - } - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face, - NO_FACE, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE); - } - glTranslatef(S1, 0, -SZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face, - rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face, - rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE); - } - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face, - NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, - rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE); - glPopMatrix(); - for (j = 1; j < MAXSIZEY - 1; j++) { - glPushMatrix(); - if (slice.depth == REVY(j)) - glRotatef(rotatestep, 0, HALFY, 0); - glTranslatef(-HALFX, MIDY(j), -HALFZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE, - rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, - NO_FACE, NO_FACE); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE, - NO_FACE, NO_FACE); - } - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face, - rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, - NO_FACE, NO_FACE); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(1, 0, -SZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE); - /* Center */ - glTranslatef(0, 0, SZ); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE); - } - glTranslatef(S1, 0, -SZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, - NO_FACE, NO_FACE); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face, - NO_FACE, NO_FACE); - } - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face, - NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, - NO_FACE, NO_FACE); - glPopMatrix(); - } - if (slice.depth == 0) - glRotatef(rotatestep, 0, HALFY, 0); - - glTranslatef(-HALFX, HALFY, -HALFZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE, - rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face); - } - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, - rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(S1, 0, -SZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face); - } - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face); - } - glTranslatef(S1, 0, -SZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, - NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face, - NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face); - } - glTranslatef(0, 0, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face, - NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, - NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face); - break; - case LEFT_FACE: /* RIGHT_FACE too */ - /* rotatestep is negative because the RIGHT face is the default here */ - glPushMatrix(); - if (slice.depth == 0) - glRotatef(-rotatestep, HALFX, 0, 0); - - glTranslatef(-HALFX, -HALFY, -HALFZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE, - rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE, - rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, - NO_FACE, NO_FACE); - } - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE, - rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, -SY, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE, - NO_FACE, NO_FACE); - } - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face); - } - glTranslatef(0, -SY, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face, - rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face, - rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, - NO_FACE, NO_FACE); - } - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, - rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face); - glPopMatrix(); - for (i = 1; i < MAXSIZEX - 1; i++) { - glPushMatrix(); - if (slice.depth == i) - glRotatef(-rotatestep, HALFX, 0, 0); - glTranslatef(MIDX(i), -HALFY, -HALFZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE, - NO_FACE, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE); - } - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, -SY, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE); - /* Center */ - glTranslatef(0, SY, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face); - } - glTranslatef(0, -SY, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face, - NO_FACE, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE); - } - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face); - glPopMatrix(); - } - if (slice.depth == MAXSIZEX - 1) - glRotatef(-rotatestep, HALFX, 0, 0); - glTranslatef(HALFX, -HALFY, -HALFZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face, - rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, - NO_FACE, NO_FACE); - } - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, - NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glTranslatef(0, -SY, S1); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face, - rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face, - NO_FACE, NO_FACE); - } - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face, - NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face); - } - glTranslatef(0, -SY, S1); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face, - NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, - rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face, - NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, - NO_FACE, NO_FACE); - } - glTranslatef(0, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face, - NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, - NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face); - break; - case FRONT_FACE: /* BACK_FACE too */ - glPushMatrix(); - if (slice.depth == MAXSIZEZ - 1) - glRotatef(rotatestep, 0, 0, HALFZ); - - glTranslatef(-HALFX, -HALFY, -HALFZ); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE, - rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE, - NO_FACE, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE); - } - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face, - rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(-SX, S1, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE, - rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, - NO_FACE, NO_FACE); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE); - } - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, - NO_FACE, NO_FACE); - } - glTranslatef(-SX, S1, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE, - rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face); - } - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, - NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face); - glPopMatrix(); - for (k = 1; k < MAXSIZEZ - 1; k++) { - glPushMatrix(); - if (slice.depth == REVZ(k)) - glRotatef(rotatestep, 0, 0, HALFZ); - glTranslatef(-HALFX, -HALFY, MIDZ(k)); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE); - } - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face, - rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(-SX, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE, - NO_FACE, NO_FACE); - /* Center */ - glTranslatef(SX, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face, - NO_FACE, NO_FACE); - } - glTranslatef(-SX, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face); - } - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face, - NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face); - glPopMatrix(); - } - if (slice.depth == 0) - glRotatef(rotatestep, 0, 0, HALFZ); - glTranslatef(-HALFX, -HALFY, HALFZ); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face, - rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face, - NO_FACE, NO_FACE, - rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE); - } - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face, - NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, - rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE); - for (j = 1; j < MAXSIZEY - 1; j++) { - glTranslatef(-SX, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face, - rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE, - NO_FACE, NO_FACE); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face, - NO_FACE, NO_FACE, - NO_FACE, NO_FACE); - } - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face, - NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, - NO_FACE, NO_FACE); - } - glTranslatef(-SX, S1, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, - rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face); - for (i = 1; i < MAXSIZEX - 1; i++) { - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face, - NO_FACE, NO_FACE, - NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face); - } - glTranslatef(S1, 0, 0); - DRAW_CUBIT(mi, - NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face, - NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, - NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face); - break; - } - return True; -#undef S1 -} - -/* From David Bagley's xrubik. Used by permission. ;) */ -static void -readRC(rubikstruct * rp, int face, int dir, int h, int orient, int size) -{ - int g, sizeOfRow; - - sizeOfRow = sizeRow(rp, face); - if (dir == TOP || dir == BOTTOM) - for (g = 0; g < size; g++) - rp->rowLoc[orient][g] = - rp->cubeLoc[face][g * sizeOfRow + h]; - else /* dir == RIGHT || dir == LEFT */ - for (g = 0; g < size; g++) - rp->rowLoc[orient][g] = - rp->cubeLoc[face][h * sizeOfRow + g]; -} - -static void -rotateRC(rubikstruct * rp, int rotate, int orient, int size) -{ - int g; - - for (g = 0; g < size; g++) - rp->rowLoc[orient][g].rotation = - (rp->rowLoc[orient][g].rotation + rotate) % MAXORIENT; -} - -static void -reverseRC(rubikstruct * rp, int orient, int size) -{ - int g; - RubikLoc temp; - - for (g = 0; g < size / 2; g++) { - temp = rp->rowLoc[orient][size - 1 - g]; - rp->rowLoc[orient][size - 1 - g] = rp->rowLoc[orient][g]; - rp->rowLoc[orient][g] = temp; - } -} - -static void -writeRC(rubikstruct * rp, int face, int dir, int h, int orient, int size) -{ - int g, position, sizeOfRow; - - sizeOfRow = sizeRow(rp, face); - if (dir == TOP || dir == BOTTOM) { - for (g = 0; g < size; g++) { - position = g * sizeOfRow + h; - rp->cubeLoc[face][position] = rp->rowLoc[orient][g]; - /* DrawSquare(face, position); */ - } - } else { /* dir == RIGHT || dir == LEFT */ - for (g = 0; g < size; g++) { - position = h * sizeOfRow + g; - rp->cubeLoc[face][position] = rp->rowLoc[orient][g]; - /* DrawSquare(face, position); */ - } - } -} - -static Bool -rotateFace(rubikstruct * rp, int face, int direction) -{ - int position, i, j, sizeOfRow, sizeOfColumn, sizeOnPlane; - RubikLoc *faceLoc; - - faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); - sizeOnPlane = sizeOfRow * sizeOfColumn; - if ((faceLoc = (RubikLoc *) malloc(sizeOnPlane * - sizeof (RubikLoc))) == NULL) { - return False; - } - /* Read Face */ - for (position = 0; position < sizeOnPlane; position++) - faceLoc[position] = rp->cubeLoc[face][position]; - /* Write Face */ - for (position = 0; position < sizeOnPlane; position++) { - i = position % sizeOfRow; - j = position / sizeOfRow; - if (direction == CW) - rp->cubeLoc[face][position] = - faceLoc[(sizeOfRow - i - 1) * sizeOfRow + j]; - else if (direction == CCW) - rp->cubeLoc[face][position] = - faceLoc[i * sizeOfRow + sizeOfColumn - j - 1]; - else /* (direction == HALF) */ - rp->cubeLoc[face][position] = - faceLoc[sizeOfRow - i - 1 + (sizeOfColumn - j - 1) * sizeOfRow]; - rp->cubeLoc[face][position].rotation = - (rp->cubeLoc[face][position].rotation + - direction - MAXORIENT) % MAXORIENT; - /* DrawSquare(face, position); */ - } - if (faceLoc != NULL) - free(faceLoc); - return True; -} - -/* Yeah this is big and ugly */ -static void -slideRC(int face, int direction, int h, int sizeOnOppAxis, - int *newFace, int *newDirection, int *newH, - int *rotate, Bool *reverse) -{ - *newFace = slideNextRow[face][direction].face; - *rotate = slideNextRow[face][direction].rotation; - *newDirection = (*rotate + direction) % MAXORIENT; - switch (*rotate) { - case TOP: - *newH = h; - *reverse = False; - break; - case RIGHT: - if (*newDirection == TOP || *newDirection == BOTTOM) { - *newH = sizeOnOppAxis - 1 - h; - *reverse = False; - } else { /* *newDirection == RIGHT || *newDirection == LEFT */ - *newH = h; - *reverse = True; - } - break; - case BOTTOM: - *newH = sizeOnOppAxis - 1 - h; - *reverse = True; - break; - case LEFT: - if (*newDirection == TOP || *newDirection == BOTTOM) { - *newH = h; - *reverse = True; - } else { /* *newDirection == RIGHT || *newDirection == LEFT */ - *newH = sizeOnOppAxis - 1 - h; - *reverse = False; - } - break; - default: - (void) printf("slideRC: rotate %d\n", *rotate); - *newH = 0; - *reverse = False; - } -} - -static Bool -moveRubik(rubikstruct * rp, int face, int direction, int position) -{ - int newFace, newDirection, rotate, reverse; - int h, k, newH; - int i, j, sizeOfRow, sizeOfColumn, sizeOnAxis, sizeOnOppAxis; - - faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); - if (direction == CW || direction == CCW) { - direction = (direction == CCW) ? - (rotateToRow[face].direction + 2) % MAXORIENT : - rotateToRow[face].direction; - if (rotateToRow[face].sideFace == RIGHT) { - i = j = sizeOfColumn - 1; - } else if (rotateToRow[face].sideFace == BOTTOM) { - i = j = sizeOfRow - 1; - } else { - i = j = 0; - } - face = rotateToRow[face].face; - position = j * sizeOfRow + i; - } - i = position % sizeOfRow; - j = position / sizeOfRow; - h = (direction == TOP || direction == BOTTOM) ? i : j; - if (direction == TOP || direction == BOTTOM) { - sizeOnAxis = sizeOfColumn; - sizeOnOppAxis = sizeOfRow; - } else { - sizeOnAxis = sizeOfRow; - sizeOnOppAxis = sizeOfColumn; - } - /* rotate sides CW or CCW or HALF) */ - - if (h == sizeOnOppAxis - 1) { - newDirection = (direction == TOP || direction == BOTTOM) ? - TOP : RIGHT; - if (rp->degreeTurn == 180) { - if (!rotateFace(rp, rowToRotate[face][newDirection], HALF)) - return False; - } else if (direction == TOP || direction == RIGHT) { - if (!rotateFace(rp, rowToRotate[face][newDirection], CW)) - return False; - } else { /* direction == BOTTOM || direction == LEFT */ - if (!rotateFace(rp, rowToRotate[face][newDirection], CCW)) - return False; - } - } - if (h == 0) { - newDirection = (direction == TOP || direction == BOTTOM) ? - BOTTOM : LEFT; - if (rp->degreeTurn == 180) { - if (!rotateFace(rp, rowToRotate[face][newDirection], HALF)) - return False; - } else if (direction == TOP || direction == RIGHT) { - if (!rotateFace(rp, rowToRotate[face][newDirection], CCW)) - return False; - } else { /* direction == BOTTOM || direction == LEFT */ - if (!rotateFace(rp, rowToRotate[face][newDirection], CW)) - return False; - } - } - /* Slide rows or columns */ - readRC(rp, face, direction, h, 0, sizeOnAxis); - if (rp->degreeTurn == 180) { - int sizeOnDepthAxis; - - slideRC(face, direction, h, sizeOnOppAxis, - &newFace, &newDirection, &newH, &rotate, &reverse); - sizeOnDepthAxis = sizeFace(rp, newFace) / sizeOnOppAxis; - readRC(rp, newFace, newDirection, newH, 1, sizeOnDepthAxis); - rotateRC(rp, rotate, 0, sizeOnAxis); - if (reverse == True) - reverseRC(rp, 0, sizeOnAxis); - face = newFace; - direction = newDirection; - h = newH; - for (k = 2; k <= MAXORIENT + 1; k++) { - slideRC(face, direction, h, sizeOnOppAxis, - &newFace, &newDirection, &newH, &rotate, &reverse); - if (k != MAXORIENT && k != MAXORIENT + 1) - readRC(rp, newFace, newDirection, newH, k, - (k % 2) ? sizeOnDepthAxis : sizeOnAxis); - rotateRC(rp, rotate, k - 2, - (k % 2) ? sizeOnDepthAxis : sizeOnAxis); - if (k != MAXORIENT + 1) - rotateRC(rp, rotate, k - 1, - (k % 2) ? sizeOnAxis : sizeOnDepthAxis); - if (reverse == True) { - reverseRC(rp, k - 2, - (k % 2) ? sizeOnDepthAxis : sizeOnAxis); - if (k != MAXORIENT + 1) - reverseRC(rp, k - 1, - (k % 2) ? sizeOnAxis : sizeOnDepthAxis); - } - writeRC(rp, newFace, newDirection, newH, k - 2, - (k % 2) ? sizeOnDepthAxis : sizeOnAxis); - face = newFace; - direction = newDirection; - h = newH; - } - } else { - for (k = 1; k <= MAXORIENT; k++) { - slideRC(face, direction, h, sizeOnOppAxis, - &newFace, &newDirection, &newH, &rotate, &reverse); - if (k != MAXORIENT) - readRC(rp, newFace, newDirection, newH, k, sizeOnAxis); - rotateRC(rp, rotate, k - 1, sizeOnAxis); - if (reverse == True) - reverseRC(rp, k - 1, sizeOnAxis); - writeRC(rp, newFace, newDirection, newH, k - 1, sizeOnAxis); - face = newFace; - direction = newDirection; - h = newH; - } - } - return True; -} - -#ifdef DEBUG -static void -printCube(rubikstruct * rp) -{ - int face, position, sizeOfRow, sizeOfColumn; - - for (face = 0; face < MAXFACES; face++) { - faceSizes(rp, face, &sizeOfRow, &sizeOfColumn); - for (position = 0; position < sizeOfRow * sizeOfColumn; position++) { - (void) printf("%d %d ", rp->cubeLoc[face][position].face, - rp->cubeLoc[face][position].rotation); - if (!((position + 1) % sizeOfRow)) - (void) printf("\n"); - } - (void) printf("\n"); - } - (void) printf("\n"); -} - -#endif - -static Bool -evalmovement(ModeInfo * mi, RubikMove movement) -{ - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; - -#ifdef DEBUG - printCube(rp); -#endif - if (movement.face < 0 || movement.face >= MAXFACES) - return True; - if (!moveRubik(rp, movement.face, movement.direction, movement.position)) - return False; - return True; -} - -static Bool -compare_moves(rubikstruct * rp, RubikMove move1, RubikMove move2, Bool opp) -{ - RubikSlice slice1, slice2; - - convertMove(rp, move1, &slice1); - convertMove(rp, move2, &slice2); - if (slice1.face == slice2.face && - slice1.depth == slice2.depth) { - if (slice1.rotation == slice2.rotation) { /* CW or CCW */ - if (!opp) - return True; - } else { - if (opp) - return True; - } - } - return False; -} - -static Bool -shuffle(ModeInfo * mi) -{ - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; - int i, face, position; - RubikMove move; - - if (sizex) - i = sizex; - else - i = MI_SIZE(mi); - if (i < -MINSIZE) - i = NRAND(-i - MINSIZE + 1) + MINSIZE; - else if (i < MINSIZE) - i = MINSIZE; - - if (LRAND() % 2 && !sizey && !sizez) { /* Make normal (NxNxN) cubes more likely */ - MAXSIZEX = MAXSIZEY = MAXSIZEZ = i; - } else { - MAXSIZEX = i; - if (sizey) - i = sizey; - else - i = MI_SIZE(mi); - if (i < -MINSIZE) - i = NRAND(-i - MINSIZE + 1) + MINSIZE; - else if (i < MINSIZE) - i = MINSIZE; - if (LRAND() % 2 && !sizez) { /* Make more MxNxN more likely than LxMxN */ - MAXSIZEY = MAXSIZEZ = i; - } else { - MAXSIZEY = i; - if (sizez) - i = sizez; - else - i = MI_SIZE(mi); - if (i < -MINSIZE) - i = NRAND(-i - MINSIZE + 1) + MINSIZE; - else if (i < MINSIZE) - i = MINSIZE; - MAXSIZEZ = i; - } - } - - for (face = 0; face < MAXFACES; face++) { - if (rp->cubeLoc[face] != NULL) - free(rp->cubeLoc[face]); - if ((rp->cubeLoc[face] = (RubikLoc *) malloc(sizeFace(rp, face) * - sizeof (RubikLoc))) == NULL) { - return False; - } - for (position = 0; position < sizeFace(rp, face); position++) { - rp->cubeLoc[face][position].face = face; - rp->cubeLoc[face][position].rotation = TOP; - } - } - for (i = 0; i < MAXORIENT; i++) { - if (rp->rowLoc[i] != NULL) - free(rp->rowLoc[i]); - /* The following is reused so make it the biggest size */ - if ((rp->rowLoc[i] = (RubikLoc *) malloc(MAXMAXSIZE * - sizeof (RubikLoc))) == NULL) { - return False; - } - } - rp->storedmoves = MI_COUNT(mi); - if (rp->storedmoves < 0) { - if (rp->moves != NULL) - free(rp->moves); - rp->moves = (RubikMove *) NULL; - rp->storedmoves = NRAND(-rp->storedmoves) + 1; - } - if ((rp->storedmoves) && (rp->moves == NULL)) - if ((rp->moves = (RubikMove *) calloc(rp->storedmoves + 1, - sizeof (RubikMove))) == NULL) { - return False; - } - if (MI_CYCLES(mi) <= 1) { - rp->anglestep = 90.0; - } else { - rp->anglestep = 90.0 / (GLfloat) (MI_CYCLES(mi)); - } - - for (i = 0; i < rp->storedmoves; i++) { - Bool condition; - - do { - move.face = NRAND(MAXFACES); - move.direction = NRAND(MAXORIENT); /* Exclude CW and CCW, its ok */ - move.position = NRAND(sizeFace(rp, move.face)); - rp->degreeTurn = (checkFaceSquare(rp, - rowToRotate[move.face][move.direction])) ? 90 : 180; - condition = True; - if (i > 0) { /* avoid immediate undoing moves */ - if (compare_moves(rp, move, rp->moves[i - 1], True)) - condition = False; - if (rp->degreeTurn == 180 && - compare_moves(rp, move, rp->moves[i - 1], False)) - condition = False; - } - if (i > 1) /* avoid 3 consecutive identical moves */ - if (compare_moves(rp, move, rp->moves[i - 1], False) && - compare_moves(rp, move, rp->moves[i - 2], False)) - condition = False; - /* - * Still some silly moves being made.... - */ - } while (!condition); - if (hideshuffling) - if (!evalmovement(mi, move)) - return False; - rp->moves[i] = move; - } - rp->VX = 0.005; - if (NRAND(100) < 50) - rp->VX *= -1; - rp->VY = 0.005; - if (NRAND(100) < 50) - rp->VY *= -1; - rp->movement.face = NO_FACE; - rp->rotatestep = 0; - rp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE; - rp->shufflingmoves = 0; - rp->done = 0; - return True; -} - -ENTRYPOINT void -reshape_rubik(ModeInfo * mi, int width, int height) -{ - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; - int y = 0; - - if (width > height * 5) { /* tiny window: show middle */ - height = width; - y = -height/2; - } - - glViewport(0, y, rp->WindW = (GLint) width, rp->WindH = (GLint) height); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0); - glMatrixMode(GL_MODELVIEW); -} - -ENTRYPOINT Bool -rubik_handle_event (ModeInfo *mi, XEvent *event) -{ - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; - - if (gltrackball_event_handler (event, rp->trackball, - MI_WIDTH (mi), MI_HEIGHT (mi), - &rp->button_down_p)) - return True; - else if (screenhack_event_helper (MI_DISPLAY(mi), MI_WINDOW(mi), event)) - { - rp->done = 1; - return True; - } - - return False; -} - - -static Bool -pinit(ModeInfo * mi) -{ - glClearDepth(1.0); - glColor3f(1.0, 1.0, 1.0); - - glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); - glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); - glLightfv(GL_LIGHT0, GL_POSITION, position0); - glLightfv(GL_LIGHT1, GL_AMBIENT, ambient); - glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse); - glLightfv(GL_LIGHT1, GL_POSITION, position1); - glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); - glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - glEnable(GL_LIGHT1); - glEnable(GL_DEPTH_TEST); - glEnable(GL_NORMALIZE); - glEnable(GL_CULL_FACE); - - glShadeModel(GL_FLAT); - glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess); - glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular); - - return (shuffle(mi)); -} - -ENTRYPOINT void -free_rubik(ModeInfo *mi) -{ - rubikstruct *rp = &rubik[MI_SCREEN(mi)]; - int i; - - if (!rp->glx_context) return; - glXMakeCurrent (MI_DISPLAY(mi), MI_WINDOW(mi), *rp->glx_context); - - if (rp->trackball) gltrackball_free (rp->trackball); - - for (i = 0; i < MAXFACES; i++) - if (rp->cubeLoc[i] != NULL) { - free(rp->cubeLoc[i]); - rp->cubeLoc[i] = (RubikLoc *) NULL; - } - for (i = 0; i < MAXORIENT; i++) - if (rp->rowLoc[i] != NULL) { - free(rp->rowLoc[i]); - rp->rowLoc[i] = (RubikLoc *) NULL; - } - if (rp->moves != NULL) { - free(rp->moves); - rp->moves = (RubikMove *) NULL; - } -} - -ENTRYPOINT void -init_rubik(ModeInfo * mi) -{ - rubikstruct *rp; - - MI_INIT (mi, rubik); - rp = &rubik[MI_SCREEN(mi)]; - rp->step = NRAND(90); - rp->PX = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0; - rp->PY = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0; - - rp->trackball = gltrackball_init (True); - - if ((rp->glx_context = init_GL(mi)) != NULL) { - - reshape_rubik(mi, MI_WIDTH(mi), MI_HEIGHT(mi)); - glDrawBuffer(GL_BACK); - if (!pinit(mi)) { - free_rubik(mi); - if (MI_IS_VERBOSE(mi)) { - (void) fprintf(stderr, - "Could not allocate memory for rubik\n"); - } - return; - } - } else { - MI_CLEARWINDOW(mi); - } -} - -ENTRYPOINT void -draw_rubik(ModeInfo * mi) -{ - Bool bounced = False; - Display *display = MI_DISPLAY(mi); - Window window = MI_WINDOW(mi); - rubikstruct *rp; - - if (rubik == NULL) - return; - rp = &rubik[MI_SCREEN(mi)]; - if (rp->cubeLoc[0] == NULL) - return; - - MI_IS_DRAWN(mi) = True; - if (!rp->glx_context) - return; - - mi->polygon_count = 0; - glXMakeCurrent(display, window, *rp->glx_context); - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - glPushMatrix(); - - glTranslatef(0.0, 0.0, -10.0); - - rp->PX += rp->VX; - rp->PY += rp->VY; - - if (rp->PY < -1) { - rp->PY += (-1) - (rp->PY); - rp->VY = -rp->VY; - bounced = True; - } - if (rp->PY > 1) { - rp->PY -= (rp->PY) - 1; - rp->VY = -rp->VY; - bounced = True; - } - if (rp->PX < -1) { - rp->PX += (-1) - (rp->PX); - rp->VX = -rp->VX; - bounced = True; - } - if (rp->PX > 1) { - rp->PX -= (rp->PX) - 1; - rp->VX = -rp->VX; - bounced = True; - } - if (bounced) { - rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.002 - 0.001; - rp->VY += ((float) LRAND() / (float) MAXRAND) * 0.002 - 0.001; - if (rp->VX > 0.006) - rp->VX = 0.006; - if (rp->VY > 0.006) - rp->VY = 0.006; - if (rp->VX < -0.006) - rp->VX = -0.006; - if (rp->VY < -0.006) - rp->VY = -0.006; - } - if (!MI_IS_ICONIC(mi)) { - glTranslatef(rp->PX, rp->PY, 0); - glScalef(Scale4Window * rp->WindH / rp->WindW, Scale4Window, Scale4Window); - } else { - glScalef(Scale4Iconic * rp->WindH / rp->WindW, Scale4Iconic, Scale4Iconic); - } - -# ifdef HAVE_MOBILE /* Keep it the same relative size when rotated. */ - { - GLfloat h = MI_HEIGHT(mi) / (GLfloat) MI_WIDTH(mi); - int o = (int) current_device_rotation(); - if (o != 0 && o != 180 && o != -180) { - glScalef (1/h, h, 1); /* #### not quite right */ - h = 1.8; - glScalef (h, h, h); - } - } -# else - { - /* Don't understand why this clause doesn't work on mobile, but it - doesn't. */ - GLfloat s = (MI_WIDTH(mi) < MI_HEIGHT(mi) - ? (MI_WIDTH(mi) / (GLfloat) MI_HEIGHT(mi)) - : 1); - glRotatef (current_device_rotation(), 0, 0, 1); - glScalef (s, s, s); - } -# endif - - gltrackball_rotate (rp->trackball); - - glRotatef(rp->step * 100, 1, 0, 0); - glRotatef(rp->step * 95, 0, 1, 0); - glRotatef(rp->step * 90, 0, 0, 1); - - if (!draw_cube(mi)) { - MI_ABORT(mi); - return; - } - if (MI_IS_FPS(mi)) do_fps (mi); - glXSwapBuffers(display, window); - - if (rp->action == ACTION_SHUFFLE) { - if (rp->done) { - if (++rp->rotatestep > DELAY_AFTER_SHUFFLING) { - rp->movement.face = NO_FACE; - rp->rotatestep = 0; - rp->action = ACTION_SOLVE; - rp->done = 0; - } - } else { - if (rp->movement.face == NO_FACE) { - if (rp->shufflingmoves < rp->storedmoves) { - rp->rotatestep = 0; - rp->movement = rp->moves[rp->shufflingmoves]; - } else { - rp->rotatestep = 0; - rp->done = 1; - } - } else { - if (rp->rotatestep == 0) { - if (rp->movement.direction == CW || rp->movement.direction == CCW) - rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180; - else - rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180; - } - rp->rotatestep += rp->anglestep; - if (rp->rotatestep > rp->degreeTurn) { - if (!evalmovement(mi, rp->movement)) { - free_rubik(mi); - if (MI_IS_VERBOSE(mi)) { - (void) fprintf(stderr, - "Could not allocate memory for rubik\n"); - } - return; - } - rp->shufflingmoves++; - rp->movement.face = NO_FACE; - } - } - } - } else { - if (rp->done) { - if (++rp->rotatestep > DELAY_AFTER_SOLVING) - if (!shuffle(mi)) { - free_rubik(mi); - if (MI_IS_VERBOSE(mi)) { - (void) fprintf(stderr, - "Could not allocate memory for rubik\n"); - } - return; - } - } else { - if (rp->movement.face == NO_FACE) { - if (rp->storedmoves > 0) { - rp->rotatestep = 0; - rp->movement = rp->moves[rp->storedmoves - 1]; - rp->movement.direction = (rp->movement.direction + - (MAXORIENT / 2)) % MAXORIENT; - } else { - rp->rotatestep = 0; - rp->done = 1; - } - } else { - if (rp->rotatestep == 0) { - if (rp->movement.direction == CW || rp->movement.direction == CCW) - rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180; - else - rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180; - } - rp->rotatestep += rp->anglestep; - if (rp->rotatestep > rp->degreeTurn) { - if (!evalmovement(mi, rp->movement)) { - free_rubik(mi); - if (MI_IS_VERBOSE(mi)) { - (void) fprintf(stderr, - "Could not allocate memory for rubik\n"); - } - return; - } - rp->storedmoves--; - rp->movement.face = NO_FACE; - } - } - } - } - - glPopMatrix(); - - glFlush(); - - rp->step += 0.002; -} - -#ifndef STANDALONE -ENTRYPOINT void -change_rubik(ModeInfo * mi) -{ - rubikstruct *rp; - - if (rubik == NULL) - return; - rp = &rubik[MI_SCREEN(mi)]; - - if (!rp->glx_context) - return; - if (!pinit(mi)) { - free_rubik(mi); - if (MI_IS_VERBOSE(mi)) { - (void) fprintf(stderr, - "Could not allocate memory for rubik\n"); - } - return; - } -} -#endif /* !STANDALONE */ - -#endif - -XSCREENSAVER_MODULE ("Rubik", rubik) |
