/* -*- 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 * 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); } } # 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)