2277 lines
72 KiB
C
2277 lines
72 KiB
C
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/* -*- Mode: C; tab-width: 4 -*- */
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/* rubik --- Shows an auto-solving Rubik's cube */
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#if !defined( lint ) && !defined( SABER )
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static const char sccsid[] = "@(#)rubik.c 5.01 2001/03/01 xlockmore";
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#endif
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/*-
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* Permission to use, copy, modify, and distribute this software and its
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* documentation for any purpose and without fee is hereby granted,
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* provided that the above copyright notice appear in all copies and that
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* both that copyright notice and this permission notice appear in
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* supporting documentation.
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*
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* This file is provided AS IS with no warranties of any kind. The author
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* shall have no liability with respect to the infringement of copyrights,
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* trade secrets or any patents by this file or any part thereof. In no
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* event will the author be liable for any lost revenue or profits or
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* other special, indirect and consequential damages.
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*
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* This mode shows an auto-solving rubik's cube "puzzle". If somebody
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* intends to make a game or something based on this code, please let me
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* know first, my e-mail address is provided in this comment. Marcelo.
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*
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* Thanks goes also to Brian Paul for making it possible and inexpensive
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* to use OpenGL at home.
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*
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* Since I'm not a native English speaker, my apologies for any grammatical
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* mistakes.
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*
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* My e-mail address is
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* mfvianna@centroin.com.br
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*
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* Marcelo F. Vianna (Jul-31-1997)
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*
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* Revision History:
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* 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
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* 01-Mar-2001: Added FPS stuff - Eric Lassauge <lassauge AT users.sourceforge.net>
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* 01-Nov-2000: Allocation checks
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* 27-Apr-1999: LxMxN stuff added.
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* 26-Sep-1998: Added some more movement (the cube does not stay in the screen
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* center anymore. Also fixed the scale problem immediately after
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* shuffling when the puzzle is solved.
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* 08-Aug-1997: Now has some internals from xrubik by David Bagley
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* This should make it easier to add features.
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* 02-Aug-1997: Now behaves more like puzzle.c: first show the cube being
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* shuffled and then being solved. A mode specific option was
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* added:
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* "+/-hideshuffling" to provide the original behavior (in which
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* only the solution is shown).
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* The color labels corners are now rounded.
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* Optimized the cubit() routine using glLists.
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* 01-Aug-1997: Shuffling now avoids movements that undoes the previous
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* movement and three consecutive identical moves (which is
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* pretty stupid).
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* improved the "cycles" option in replacement of David's hack,
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* now rp->anglestep is a GLfloat, so this option selects the
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* "exact" number of frames that a rotation (movement) takes to
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* complete.
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* 30-Jul-1997: Initial release, there is no algorithm to solve the puzzle,
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* instead, it randomly shuffle the cube and then make the
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* movements in the reverse order.
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* The mode was written in 1 day (I got sick and had the day off).
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* There was not much to do since I could not leave home... :)
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*/
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/*-
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* Color labels mapping:
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* =====================
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*
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* +-----------+
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* |0--> |
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* || |
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* |v TOP(0) |
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* | |
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* | 8|
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* +-----------+-----------+-----------+
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* |0--> |0--> |0--> |
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* || || || |
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* |v LEFT(1) |v FRONT(2) |v RIGHT(3) |
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* | | | |
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* | 8| 8| 8|
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* +-----------+-----------+-----------+
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* |0--> |
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* || |
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* |v BOTTOM(4)|
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* | |
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* | 8|
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* +-----------+ +---+---+---+
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* |0--> | | 0 | 1 | 2 |
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* || | |--xxxxx(N)-+
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* |v BACK(5) | | 3 | 4 | 5 |
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* | | +---+---+---+
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* | 8| | 6 | 7 | 8 |
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* +-----------+ +---+---+---+
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*
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* Map to 3d
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* FRONT => X, Y
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* BACK => X, Y
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* LEFT => Z, Y
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* RIGHT => Z, Y
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* TOP => X, Z
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* BOTTOM => X, Z
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*/
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#ifdef VMS
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/*-
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* due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
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* otherwise caddr_t is not defined correctly
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*/
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#include <X11/Intrinsic.h>
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#endif
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#ifdef STANDALONE
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#define MODE_rubik
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#define PROGCLASS "Rubik"
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#define HACK_INIT init_rubik
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#define HACK_DRAW draw_rubik
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#define rubik_opts xlockmore_opts
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#define DEFAULTS "*delay: 100000 \n" \
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"*count: -30 \n" \
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"*showFps: False \n" \
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"*cycles: 5 \n" \
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"*size: -6 \n"
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#include "xlockmore.h" /* from the xscreensaver distribution */
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#else /* !STANDALONE */
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#include "xlock.h" /* from the xlockmore distribution */
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#include "visgl.h"
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#endif /* !STANDALONE */
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#ifdef MODE_rubik
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#define DEF_SIZEX "0"
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#define DEF_SIZEY "0"
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#define DEF_SIZEZ "0"
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#define DEF_HIDESHUFFLING "False"
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static int sizex;
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static int sizey;
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static int sizez;
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static Bool hideshuffling;
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static XrmOptionDescRec opts[] =
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{
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{(char *) "-sizex", (char *) ".rubik.sizex", XrmoptionSepArg, (caddr_t) NULL},
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{(char *) "-sizey", (char *) ".rubik.sizey", XrmoptionSepArg, (caddr_t) NULL},
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{(char *) "-sizez", (char *) ".rubik.sizez", XrmoptionSepArg, (caddr_t) NULL},
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{(char *) "-hideshuffling", (char *) ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "on"},
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{(char *) "+hideshuffling", (char *) ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "off"}
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};
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static argtype vars[] =
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{
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{(void *) & sizex, (char *) "sizex", (char *) "SizeX", (char *) DEF_SIZEX, t_Int},
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{(void *) & sizey, (char *) "sizey", (char *) "SizeY", (char *) DEF_SIZEY, t_Int},
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{(void *) & sizez, (char *) "sizez", (char *) "SizeZ", (char *) DEF_SIZEZ, t_Int},
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{(void *) & hideshuffling, (char *) "hideshuffling", (char *) "Hideshuffling", (char *) DEF_HIDESHUFFLING, t_Bool}
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};
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static OptionStruct desc[] =
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{
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{(char *) "-sizex num", (char *) "number of cubies along x axis (overrides size)"},
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{(char *) "-sizey num", (char *) "number of cubies along y axis (overrides size)"},
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{(char *) "-sizez num", (char *) "number of cubies along z axis (overrides size)"},
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{(char *) "-/+hideshuffling", (char *) "turn on/off hidden shuffle phase"}
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};
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ModeSpecOpt rubik_opts =
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{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
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#ifdef USE_MODULES
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ModStruct rubik_description =
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{"rubik", "init_rubik", "draw_rubik", "release_rubik",
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"draw_rubik", "change_rubik", (char *) NULL, &rubik_opts,
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100000, -30, 5, -6, 64, 1.0, "",
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"Shows an auto-solving Rubik's Cube", 0, NULL};
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#endif
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#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
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#define sqr(A) ((A)*(A))
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#ifndef Pi
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#define Pi M_PI
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#endif
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#define ACTION_SOLVE 1
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#define ACTION_SHUFFLE 0
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#define DELAY_AFTER_SHUFFLING 5
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#define DELAY_AFTER_SOLVING 20
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/*************************************************************************/
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#define MINSIZE 1
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#define MAXSIZEX (rp->sizex)
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#define MAXSIZEY (rp->sizey)
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#define MAXSIZEZ (rp->sizez)
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#define AVSIZE ((rp->sizex+rp->sizey+rp->sizez)/3.0) /* Use of this should be minimized */
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#define MAXMAXSIZE (MAX(MAXSIZEX,MAX(MAXSIZEY,MAXSIZEZ)))
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#define MAXSIZEXY (MAXSIZEX*MAXSIZEY)
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#define MAXSIZEYZ (MAXSIZEY*MAXSIZEZ)
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#define MAXSIZEZX (MAXSIZEZ*MAXSIZEX)
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#define LASTX (MAXSIZEX-1)
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#define LASTY (MAXSIZEY-1)
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#define LASTZ (MAXSIZEZ-1)
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/* These are not likely to change but... */
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#define FIRSTX 0
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#define FIRSTY 0
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#define FIRSTZ 0
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#define Scale4Window (0.9/AVSIZE)
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#define Scale4Iconic (2.1/AVSIZE)
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#define MAXORIENT 4 /* Number of orientations of a square */
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#define MAXFACES 6 /* Number of faces */
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/* Directions relative to the face of a cubie */
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#define TOP 0
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#define RIGHT 1
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#define BOTTOM 2
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#define LEFT 3
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#define CW (MAXORIENT+1)
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#define HALF (MAXORIENT+2)
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#define CCW (2*MAXORIENT-1)
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#define TOP_FACE 0
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#define LEFT_FACE 1
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#define FRONT_FACE 2
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#define RIGHT_FACE 3
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#define BOTTOM_FACE 4
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#define BACK_FACE 5
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#define NO_FACE (MAXFACES)
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#define NO_ROTATION (2*MAXORIENT)
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#define NO_DEPTH MAXMAXSIZE
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#define REVX(a) (MAXSIZEX - a - 1)
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#define REVY(a) (MAXSIZEY - a - 1)
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#define REVZ(a) (MAXSIZEZ - a - 1)
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#define CUBELEN 0.50
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#define CUBEROUND (CUBELEN-0.05)
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#define STICKERLONG (CUBEROUND-0.05)
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#define STICKERSHORT (STICKERLONG-0.05)
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#define STICKERDEPTH (CUBELEN+0.01)
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#define ObjCubit 0
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#define MaxObj 1
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typedef struct _RubikLoc {
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int face;
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int rotation; /* Not used yet */
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} RubikLoc;
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typedef struct _RubikRowNext {
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int face, direction, sideFace;
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} RubikRowNext;
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typedef struct _RubikMove {
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int face, direction;
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int position;
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} RubikMove;
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typedef struct _RubikSlice {
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int face, rotation;
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int depth;
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} RubikSlice;
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/*-
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* Pick a face and a direction on face the next face and orientation
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* is then known.
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*/
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static RubikLoc slideNextRow[MAXFACES][MAXORIENT] =
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{
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{
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{5, TOP},
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{3, RIGHT},
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{2, TOP},
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{1, LEFT}},
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{
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{0, RIGHT},
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{2, TOP},
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{4, LEFT},
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{5, BOTTOM}},
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{
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{0, TOP},
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{3, TOP},
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{4, TOP},
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{1, TOP}},
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{
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{0, LEFT},
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{5, BOTTOM},
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{4, RIGHT},
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{2, TOP}},
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{
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{2, TOP},
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{3, LEFT},
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{5, TOP},
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{1, RIGHT}},
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{
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{4, TOP},
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{3, BOTTOM},
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{0, TOP},
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{1, BOTTOM}}
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};
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/*-
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* Examine cubie 0 on each face, its 4 movements (well only 2 since the
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* other 2 will be opposites) and translate it into slice movements).
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* CW = DEEP Depth CCW == SHALLOW Depth with reference to faces 0, 1, and 2
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*/
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static RubikLoc rotateSlice[MAXFACES][MAXORIENT / 2] =
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{
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{
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{1, CCW},
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{2, CW},
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},
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{
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{2, CW},
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{0, CCW},
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},
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{
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{1, CCW},
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{0, CCW},
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},
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{
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{2, CCW},
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{0, CCW},
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},
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{
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{1, CCW},
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{2, CCW},
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},
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{
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{1, CCW},
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{0, CW},
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}
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};
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/*-
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* Rotate face clockwise by a number of orients, then the top of the
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* face then points to this face
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*/
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static int rowToRotate[MAXFACES][MAXORIENT] =
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{
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{3, 2, 1, 5},
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{2, 4, 5, 0},
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{3, 4, 1, 0},
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{5, 4, 2, 0},
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{3, 5, 1, 2},
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{3, 0, 1, 4}
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};
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/*
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* This translates a clockwise move to something more manageable
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*/
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static RubikRowNext rotateToRow[MAXFACES] = /*CW to min face */
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{
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{1, LEFT, TOP},
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{0, BOTTOM, RIGHT},
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{0, RIGHT, BOTTOM},
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{0, TOP, LEFT},
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{1, RIGHT, BOTTOM},
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{0, LEFT, TOP}
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};
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typedef struct {
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GLint WindH, WindW;
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GLfloat step;
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RubikMove *moves;
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int storedmoves;
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int degreeTurn;
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int shufflingmoves;
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int sizex, sizey, sizez;
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float avsize, avsizeSq;
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int action;
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int done;
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GLfloat anglestep;
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RubikLoc *cubeLoc[MAXFACES];
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RubikLoc *rowLoc[MAXORIENT];
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RubikMove movement;
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GLfloat rotateStep;
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GLfloat PX, PY, VX, VY;
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GLXContext *glx_context;
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} rubikstruct;
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static float front_shininess[] =
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{60.0};
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static float front_specular[] =
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{0.7, 0.7, 0.7, 1.0};
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static float ambient[] =
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{0.0, 0.0, 0.0, 1.0};
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static float diffuse[] =
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{1.0, 1.0, 1.0, 1.0};
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static float position0[] =
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{1.0, 1.0, 1.0, 0.0};
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static float position1[] =
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{-1.0, -1.0, 1.0, 0.0};
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static float lmodel_ambient[] =
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{0.5, 0.5, 0.5, 1.0};
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static float lmodel_twoside[] =
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{GL_TRUE};
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static float MaterialRed[] =
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{0.5, 0.0, 0.0, 1.0};
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static float MaterialGreen[] =
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{0.0, 0.5, 0.0, 1.0};
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static float MaterialBlue[] =
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{0.0, 0.0, 0.5, 1.0};
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static float MaterialYellow[] =
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{0.7, 0.7, 0.0, 1.0};
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static float MaterialOrange[] =
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{0.9, 0.45, 0.0, 1.0};
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#if 0
|
||
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static float MaterialMagenta[] =
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{0.7, 0.0, 0.7, 1.0};
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||
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static float MaterialCyan[] =
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{0.0, 0.7, 0.7, 1.0};
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#endif
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static float MaterialWhite[] =
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||
|
{0.8, 0.8, 0.8, 1.0};
|
||
|
static float MaterialGray[] =
|
||
|
{0.2, 0.2, 0.2, 1.0};
|
||
|
static float MaterialGray3[] =
|
||
|
{0.3, 0.3, 0.3, 1.0};
|
||
|
static float MaterialGray4[] =
|
||
|
{0.4, 0.4, 0.4, 1.0};
|
||
|
static float MaterialGray5[] =
|
||
|
{0.5, 0.5, 0.5, 1.0};
|
||
|
static float MaterialGray6[] =
|
||
|
{0.6, 0.6, 0.6, 1.0};
|
||
|
static 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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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()
|
||
|
{
|
||
|
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);
|
||
|
glNormal3f(0.00, 0.00, -1.00);
|
||
|
glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
|
||
|
glNormal3f(-1.00, 0.00, 0.00);
|
||
|
glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
|
||
|
glNormal3f(1.00, 0.00, 0.00);
|
||
|
glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
|
||
|
glNormal3f(0.00, -1.00, 0.00);
|
||
|
glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
|
||
|
glNormal3f(0.00, 1.00, 0.00);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
|
||
|
/* 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);
|
||
|
glNormal3f(1.00, 1.00, 0.00);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
|
||
|
glNormal3f(-1.00, 1.00, 0.00);
|
||
|
glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
glNormal3f(1.00, -1.00, 0.00);
|
||
|
glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
|
||
|
glNormal3f(0.00, -1.00, -1.00);
|
||
|
glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
|
||
|
glNormal3f(0.00, 1.00, 1.00);
|
||
|
glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glNormal3f(0.00, -1.00, 1.00);
|
||
|
glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
|
||
|
glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
|
||
|
glNormal3f(0.00, 1.00, -1.00);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
|
||
|
glNormal3f(-1.00, 0.00, -1.00);
|
||
|
glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
|
||
|
glNormal3f(1.00, 0.00, 1.00);
|
||
|
glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
|
||
|
glNormal3f(1.00, 0.00, -1.00);
|
||
|
glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
|
||
|
glNormal3f(-1.00, 0.00, 1.00);
|
||
|
glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
|
||
|
glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
|
||
|
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);
|
||
|
glNormal3f(-1.00, -1.00, -1.00);
|
||
|
glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
|
||
|
glNormal3f(-1.00, 1.00, 1.00);
|
||
|
glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
|
||
|
glNormal3f(1.00, -1.00, -1.00);
|
||
|
glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
|
||
|
glNormal3f(1.00, -1.00, 1.00);
|
||
|
glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
|
||
|
glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
|
||
|
glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
|
||
|
glNormal3f(-1.00, 1.00, -1.00);
|
||
|
glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
|
||
|
glNormal3f(-1.00, -1.00, 1.00);
|
||
|
glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
|
||
|
glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
|
||
|
glNormal3f(1.00, 1.00, -1.00);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
glEnd();
|
||
|
return True;
|
||
|
}
|
||
|
|
||
|
static Bool
|
||
|
draw_cubit(ModeInfo * mi,
|
||
|
int back, int front, int left, int right, int bottom, int top)
|
||
|
{
|
||
|
int mono = MI_IS_MONO(mi);
|
||
|
|
||
|
if (!draw_stickerless_cubit())
|
||
|
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);
|
||
|
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);
|
||
|
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);
|
||
|
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);
|
||
|
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);
|
||
|
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);
|
||
|
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)(2.0*a-MAXSIZEX+1.0))/2.0)
|
||
|
#define MIDY(a) (((GLfloat)(2.0*a-MAXSIZEY+1.0))/2.0)
|
||
|
#define MIDZ(a) (((GLfloat)(2.0*a-MAXSIZEZ+1.0))/2.0)
|
||
|
#define DRAW_CUBIT(mi,b,f,l,r,bm,t) if (!draw_cubit(mi,b,f,l,r,bm,t)) 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;
|
||
|
rotateStep = 0.0;
|
||
|
} 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 (MAXSIZEY > 1 && slice.depth == MAXSIZEY - 1)
|
||
|
glRotatef(rotateStep, 0, HALFY, 0);
|
||
|
|
||
|
glTranslatef(-HALFX, -HALFY, -HALFZ);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face : NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face : NO_FACE,
|
||
|
NO_FACE, NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face : NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face : NO_FACE);
|
||
|
}
|
||
|
}
|
||
|
if (MAXSIZEX > 1) {
|
||
|
glTranslatef(S1, 0, -SZ);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face : NO_FACE,
|
||
|
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
|
||
|
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face : NO_FACE);
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * 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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face : NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][LASTZ + 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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face : NO_FACE,
|
||
|
NO_FACE, NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][FIRSTZ + 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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face : NO_FACE,
|
||
|
NO_FACE, NO_FACE,
|
||
|
NO_FACE, NO_FACE);
|
||
|
/* Center */
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
if (MAXSIZEX > 1) {
|
||
|
glTranslatef(S1, 0, -SZ);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(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);
|
||
|
}
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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 (MAXSIZEY > 1) {
|
||
|
if (slice.depth == 0)
|
||
|
glRotatef(rotateStep, 0, HALFY, 0);
|
||
|
glTranslatef(-HALFX, HALFY, -HALFZ);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face : NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][LASTZ + 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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face : NO_FACE,
|
||
|
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
|
||
|
}
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][FIRSTZ + 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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].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);
|
||
|
}
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
if (MAXSIZEX > 1) {
|
||
|
glTranslatef(S1, 0, -SZ);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].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);
|
||
|
}
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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 (MAXSIZEX > 1 && slice.depth == 0)
|
||
|
glRotatef(-rotateStep, HALFX, 0, 0);
|
||
|
|
||
|
glTranslatef(-HALFX, -HALFY, -HALFZ);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face : NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face : NO_FACE,
|
||
|
NO_FACE, NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEY > 1) {
|
||
|
glTranslatef(0, S1, 0);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face : NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][LASTZ + 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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * 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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face : NO_FACE,
|
||
|
NO_FACE, NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEY > 1) {
|
||
|
glTranslatef(0, S1, 0);
|
||
|
DRAW_CUBIT(mi,
|
||
|
NO_FACE, NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face : NO_FACE,
|
||
|
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
|
||
|
}
|
||
|
}
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face : NO_FACE);
|
||
|
if (MAXSIZEY > 1) {
|
||
|
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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][FIRSTZ + 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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][FIRSTZ + 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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face : NO_FACE,
|
||
|
NO_FACE, NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face : NO_FACE,
|
||
|
NO_FACE, NO_FACE,
|
||
|
NO_FACE, NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEY > 1) {
|
||
|
glTranslatef(0, S1, 0);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face : NO_FACE);
|
||
|
/* Center */
|
||
|
if (MAXSIZEY > 1) {
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].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);
|
||
|
}
|
||
|
if (MAXSIZEY > 1) {
|
||
|
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 (MAXSIZEX > 1) {
|
||
|
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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face : NO_FACE,
|
||
|
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
|
||
|
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face : NO_FACE,
|
||
|
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
|
||
|
NO_FACE, NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEY > 1) {
|
||
|
glTranslatef(0, S1, 0);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * 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);
|
||
|
}
|
||
|
if (MAXSIZEY > 1) {
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
if (MAXSIZEZ > 1) {
|
||
|
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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].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);
|
||
|
}
|
||
|
if (MAXSIZEY > 1) {
|
||
|
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 (MAXSIZEZ > 1 && slice.depth == MAXSIZEZ - 1)
|
||
|
glRotatef(rotateStep, 0, 0, HALFZ);
|
||
|
|
||
|
glTranslatef(-HALFX, -HALFY, -HALFZ);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face : NO_FACE,
|
||
|
NO_FACE, NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face : NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEX > 1) {
|
||
|
glTranslatef(S1, 0, 0);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face : NO_FACE,
|
||
|
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
|
||
|
rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face : NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_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,
|
||
|
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face : NO_FACE,
|
||
|
NO_FACE, NO_FACE,
|
||
|
NO_FACE, NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEX > 1) {
|
||
|
glTranslatef(S1, 0, 0);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face : NO_FACE,
|
||
|
NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
|
||
|
NO_FACE, NO_FACE);
|
||
|
}
|
||
|
}
|
||
|
if (MAXSIZEY > 1) {
|
||
|
glTranslatef(-SX, S1, 0);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face : NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face : NO_FACE,
|
||
|
NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
|
||
|
if (MAXSIZEX > 1) {
|
||
|
for (i = 1; i < MAXSIZEX - 1; i++) {
|
||
|
glTranslatef(S1, 0, 0);
|
||
|
DRAW_CUBIT(mi,
|
||
|
rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].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, (MAXSIZEZ == 1) ?
|
||
|
rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * 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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face : NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEX > 1) {
|
||
|
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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * 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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face : NO_FACE,
|
||
|
NO_FACE, NO_FACE);
|
||
|
/* Center */
|
||
|
if (MAXSIZEX > 1) {
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
if (MAXSIZEY > 1) {
|
||
|
glTranslatef(-SX, S1, 0);
|
||
|
DRAW_CUBIT(mi,
|
||
|
NO_FACE, NO_FACE,
|
||
|
rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][REVZ(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);
|
||
|
}
|
||
|
if (MAXSIZEX > 1) {
|
||
|
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 (MAXSIZEZ > 1) {
|
||
|
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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face : NO_FACE,
|
||
|
rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face : NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEX > 1) {
|
||
|
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, (MAXSIZEY == 1) ?
|
||
|
rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_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,
|
||
|
NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
|
||
|
NO_FACE, NO_FACE,
|
||
|
NO_FACE, NO_FACE);
|
||
|
}
|
||
|
if (MAXSIZEX > 1) {
|
||
|
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);
|
||
|
}
|
||
|
}
|
||
|
if (MAXSIZEY > 1) {
|
||
|
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, (MAXSIZEX == 1) ?
|
||
|
rp->cubeLoc[RIGHT_FACE][FIRSTZ + 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);
|
||
|
}
|
||
|
if (MAXSIZEX > 1) {
|
||
|
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;
|
||
|
}
|
||
|
if (sizeOnOppAxis == 1) /* Moving whole puzzle... no reference point */
|
||
|
return True;
|
||
|
/* 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
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
if (MAXSIZEX == 1 && MAXSIZEY == 1 && MAXSIZEZ == 1) {
|
||
|
MAXSIZEX = 3;
|
||
|
MAXSIZEY = 3;
|
||
|
MAXSIZEZ = 3;
|
||
|
}
|
||
|
|
||
|
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 = 0.05;
|
||
|
if (NRAND(100) < 50)
|
||
|
rp->VX *= -1;
|
||
|
rp->VY = 0.05;
|
||
|
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;
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
reshape(ModeInfo * mi, int width, int height)
|
||
|
{
|
||
|
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
|
||
|
|
||
|
glViewport(0, 0, 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);
|
||
|
|
||
|
}
|
||
|
|
||
|
static Bool
|
||
|
pinit(ModeInfo * mi)
|
||
|
{
|
||
|
glClearDepth(1.0);
|
||
|
glClearColor(0.0, 0.0, 0.0, 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));
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
free_rubik(rubikstruct *rp)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
release_rubik(ModeInfo * mi)
|
||
|
{
|
||
|
if (rubik != NULL) {
|
||
|
int screen;
|
||
|
|
||
|
for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
|
||
|
rubikstruct *rp = &rubik[screen];
|
||
|
|
||
|
free_rubik(rp);
|
||
|
}
|
||
|
free(rubik);
|
||
|
rubik = (rubikstruct *) NULL;
|
||
|
}
|
||
|
FreeAllGL(mi);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
init_rubik(ModeInfo * mi)
|
||
|
{
|
||
|
rubikstruct *rp;
|
||
|
|
||
|
if (rubik == NULL) {
|
||
|
if ((rubik = (rubikstruct *) calloc(MI_NUM_SCREENS(mi),
|
||
|
sizeof (rubikstruct))) == NULL)
|
||
|
return;
|
||
|
}
|
||
|
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;
|
||
|
|
||
|
if ((rp->glx_context = init_GL(mi)) != NULL) {
|
||
|
|
||
|
reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
|
||
|
glDrawBuffer(GL_BACK);
|
||
|
if (!pinit(mi)) {
|
||
|
free_rubik(rp);
|
||
|
if (MI_IS_VERBOSE(mi)) {
|
||
|
(void) fprintf(stderr,
|
||
|
"Could not allocate memory for rubik\n");
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
} else {
|
||
|
MI_CLEARWINDOW(mi);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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;
|
||
|
|
||
|
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) * 0.02 - 0.01;
|
||
|
rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01;
|
||
|
if (rp->VX > 0.06)
|
||
|
rp->VX = 0.06;
|
||
|
if (rp->VY > 0.06)
|
||
|
rp->VY = 0.06;
|
||
|
if (rp->VX < -0.06)
|
||
|
rp->VX = -0.06;
|
||
|
if (rp->VY < -0.06)
|
||
|
rp->VY = -0.06;
|
||
|
}
|
||
|
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);
|
||
|
}
|
||
|
|
||
|
glRotatef(rp->step * 100.0, 1, 0, 0);
|
||
|
glRotatef(rp->step * 95.0, 0, 1, 0);
|
||
|
glRotatef(rp->step * 90.0, 0, 0, 1);
|
||
|
|
||
|
if (!draw_cube(mi)) {
|
||
|
release_rubik(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(rp);
|
||
|
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(rp);
|
||
|
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(rp);
|
||
|
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 += 0.05;
|
||
|
}
|
||
|
|
||
|
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(rp);
|
||
|
if (MI_IS_VERBOSE(mi)) {
|
||
|
(void) fprintf(stderr,
|
||
|
"Could not allocate memory for rubik\n");
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|