1602 lines
36 KiB
C
1602 lines
36 KiB
C
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/* -*- Mode: C; tab-width: 4 -*- */
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/* skewb --- Shows an auto-solving Skewb */
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#if !defined( lint ) && !defined( SABER )
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static const char sccsid[] = "@(#)skewb.c 5.00 2000/11/01 xlockmore";
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#endif
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#undef DEBUG_LISTS
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#undef HACK /* I am just doing experiments here to figure it out */
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/* #define HACK */
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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 a skewb "puzzle".
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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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* Based on rubik.c by Marcelo F. Vianna
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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-Nov-2000: Allocation checks
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* 27-Apr-2000: Started writing, only have corners drawn and algorithm
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* compiled in.
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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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* |3 0|
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* | |
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* | TOP |
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* | (0) |
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* | |
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* |2 1|
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* +------+------+------+
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* |3 0|3 0|3 0|
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* | | | |
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* | LEFT |FRONT |RIGHT |
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* | (1) | (2) | (3) |
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* | | | |
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* |2 1|2 1|2 1|
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* +------+------+------+
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* |3 0|
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* | |
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* |BOTTOM|
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* | (4) |
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* | |
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* |2 1|
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* +------+ +------+
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* |3 0| |3 /\ 0|
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* | | | / \ |
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* | BACK | |/xxxx\|
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* | (5) | |\(N) /|
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* | | | \ / |
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* |2 1| |2 \/ 1|
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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_skewb
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#define PROGCLASS "Skewb"
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#define HACK_INIT init_skewb
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#define HACK_DRAW draw_skewb
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#define skewb_opts xlockmore_opts
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#define DEFAULTS "*delay: 100000 \n" \
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"*count: -30 \n" \
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"*cycles: 5 \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 "vis.h"
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#endif /* !STANDALONE */
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#ifdef MODE_skewb
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#define DEF_HIDESHUFFLING "False"
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static Bool hideshuffling;
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static XrmOptionDescRec opts[] =
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{
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{(char *) "-hideshuffling", (char *) ".skewb.hideshuffling", XrmoptionNoArg, (caddr_t) "on"},
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{(char *) "+hideshuffling", (char *) ".skewb.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 *) & 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 *) "-/+hideshuffling", (char *) "turn on/off hidden shuffle phase"}
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};
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ModeSpecOpt skewb_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 skewb_description =
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{"skewb", "init_skewb", "draw_skewb", "release_skewb",
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"draw_skewb", "change_skewb", (char *) NULL, &skewb_opts,
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100000, -30, 5, 1, 64, 1.0, "",
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"Shows an auto-solving Skewb", 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 Scale4Window (0.9/3.0)
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#define Scale4Iconic (2.1/3.0)
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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 IGNORE (-1)
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#define TR 0
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#define BR 1
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#define BL 2
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#define TL 3
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#define STRT 4
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#define CW 5
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#define HALF 6
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#define CCW 7
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#define TOP 8
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#define RIGHT 9
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#define BOTTOM 10
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#define LEFT 11
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#define MAXROTATE 3
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#define MAXCUBES (MAXORIENT+1)
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#define MINOR 0
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#define MAJOR 1
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#define MAXFACES 6
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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 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 ObjFacit 1
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#define MaxObj 2
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typedef struct _SkewbLoc {
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int face;
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int rotation; /* Not used yet */
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} SkewbLoc;
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typedef struct _SkewbLocPos {
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int face, position, direction;
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} SkewbLocPos;
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typedef struct _RowNext {
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int face, direction, sideFace;
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} RowNext;
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typedef struct _SkewbMove {
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int face, direction;
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int position;
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} SkewbMove;
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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 SkewbLoc slideNextRow[MAXFACES][MAXORIENT][MAXORIENT / 2] =
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{
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{
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{
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{2, CW},
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{1, HALF}},
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{
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{5, CCW},
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{1, STRT}},
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{
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{3, STRT},
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{5, CW}},
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{
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{3, HALF},
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{2, CCW}}
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},
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{
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{
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{4, STRT},
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{5, CW}},
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{
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{0, STRT},
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{5, CCW}},
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{
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{2, CCW},
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{0, HALF}},
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{
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{2, CW},
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{4, HALF}}
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},
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{
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{
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{4, CW},
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{1, CCW}},
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{
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{0, CCW},
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{1, CW}},
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{
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{3, CCW},
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{0, CW}},
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{
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{3, CW},
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{4, CCW}}
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},
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{
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{
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{4, HALF},
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{2, CCW}},
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{
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{0, HALF},
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{2, CW}},
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{
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{5, CW},
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{0, STRT}},
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{
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{5, CCW},
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{4, STRT}}
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},
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{
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{
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{5, CW},
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{1, STRT}},
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{
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{2, CCW},
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{1, HALF}},
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{
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{3, HALF},
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{2, CW}},
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{
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{3, STRT},
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{5, CCW}}
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},
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{
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{
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{0, CW},
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{1, CW}},
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{
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{4, CCW},
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{1, CCW}},
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{
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{3, CW},
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{4, CW}},
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{
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{3, CCW},
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{0, CCW}}
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}
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};
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static SkewbLoc minToMaj[MAXFACES][MAXORIENT] =
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{ /* other equivalent mappings possible */
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{
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{3, CW},
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{2, STRT},
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{1, CCW},
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{5, STRT}},
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{
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{2, STRT},
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{4, CCW},
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{5, HALF},
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{0, CW}},
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{
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{3, STRT},
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{4, STRT},
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{1, STRT},
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{0, STRT}},
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{
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{5, HALF},
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{4, CW},
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{2, STRT},
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{0, CCW}},
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{
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{3, CCW},
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{5, STRT},
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{1, CW},
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{2, STRT}},
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{
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{3, HALF},
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{0, STRT},
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{1, HALF},
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{4, STRT}}
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};
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static SkewbLoc slideNextFace[MAXFACES][MAXORIENT] =
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{
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{
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{5, STRT},
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{3, CW},
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{2, STRT},
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{1, CCW}},
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{
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{0, CW},
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{2, STRT},
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{4, CCW},
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{5, HALF}},
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{
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{0, STRT},
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{3, STRT},
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{4, STRT},
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{1, STRT}},
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{
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{0, CCW},
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{5, HALF},
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{4, CW},
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{2, STRT}},
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{
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{2, STRT},
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{3, CCW},
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{5, STRT},
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{1, CW}},
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{
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{4, STRT},
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{3, HALF},
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{0, STRT},
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{1, HALF}}
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};
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static int faceToRotate[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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#ifdef HACK
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static SkewbLocPos orthToDiag[MAXFACES][MAXORIENT][MAXORIENT] =
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{
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{
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{
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{3, 0, 1},
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{5, 1, 0},
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{3, 0, 3},
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{5, 1, 2}},
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{
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{3, 3, 0},
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{2, 0, 1},
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{3, 3, 2},
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{2, 0, 3}},
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{
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{1, 0, 3},
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{2, 3, 0},
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{1, 0, 1},
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{2, 3, 2}},
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{
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{1, 3, 2},
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{5, 2, 1},
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{1, 3, 0},
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{5, 2, 3}}
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},
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{
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{
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{2, 3, 0},
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{0, 2, 1},
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{2, 3, 2},
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{0, 2, 3}},
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{
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{2, 2, 3},
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{4, 3, 0},
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{2, 2, 1},
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{4, 3, 2}},
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{
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{5, 3, 2},
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{4, 2, 3},
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{5, 3, 0},
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{4, 2, 1}},
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{
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{5, 2, 1},
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{0, 3, 2},
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{5, 2, 3},
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{0, 3, 0}}
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},
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{
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{
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{3, 3, 0},
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{0, 1, 0},
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{3, 3, 2},
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{0, 1, 2}},
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{
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{3, 2, 3},
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{4, 0, 1},
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{3, 2, 1},
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{4, 0, 3}},
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{
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{1, 1, 0},
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{4, 3, 0},
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{1, 1, 2},
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{4, 3, 2}},
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{
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{1, 0, 3},
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{0, 2, 1},
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{1, 0, 1},
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{0, 2, 3}}
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},
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{
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{
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{5, 1, 2},
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{0, 0, 3},
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{5, 1, 0},
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{0, 0, 1}},
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{
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{5, 0, 1},
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{4, 1, 2},
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{5, 0, 3},
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{4, 1, 0}},
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{
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{2, 1, 0},
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{4, 0, 1},
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{2, 1, 2},
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{4, 0, 3}},
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||
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{
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{2, 0, 3},
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||
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{0, 1, 0},
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||
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{2, 0, 1},
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||
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{0, 1, 2}}
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||
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},
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||
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{
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||
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{
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||
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{3, 2, 3},
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||
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{2, 1, 0},
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||
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{3, 2, 1},
|
||
|
{2, 1, 2}},
|
||
|
{
|
||
|
{3, 1, 2},
|
||
|
{5, 0, 1},
|
||
|
{3, 1, 0},
|
||
|
{5, 0, 3}},
|
||
|
{
|
||
|
{1, 2, 1},
|
||
|
{5, 3, 0},
|
||
|
{1, 2, 3},
|
||
|
{5, 3, 2}},
|
||
|
{
|
||
|
{1, 1, 0},
|
||
|
{2, 2, 1},
|
||
|
{1, 1, 2},
|
||
|
{2, 2, 3}}
|
||
|
},
|
||
|
{
|
||
|
{
|
||
|
{3, 1, 2},
|
||
|
{4, 1, 0},
|
||
|
{3, 1, 0},
|
||
|
{4, 1, 2}},
|
||
|
{
|
||
|
{3, 0, 1},
|
||
|
{0, 0, 1},
|
||
|
{3, 0, 3},
|
||
|
{0, 0, 3}},
|
||
|
{
|
||
|
{1, 3, 2},
|
||
|
{0, 3, 0},
|
||
|
{1, 3, 0},
|
||
|
{0, 3, 2}},
|
||
|
{
|
||
|
{1, 2, 1},
|
||
|
{4, 2, 1},
|
||
|
{1, 2, 3},
|
||
|
{4, 2, 3}}
|
||
|
}
|
||
|
};
|
||
|
#endif
|
||
|
|
||
|
typedef struct {
|
||
|
GLint WindH, WindW;
|
||
|
GLfloat step;
|
||
|
SkewbMove *moves;
|
||
|
int storedmoves;
|
||
|
int shufflingmoves;
|
||
|
int action;
|
||
|
int done;
|
||
|
GLfloat anglestep;
|
||
|
SkewbLoc cubeLoc[MAXFACES][MAXCUBES];
|
||
|
SkewbLoc rowLoc[MAXORIENT][MAXCUBES];
|
||
|
SkewbLoc minorLoc[MAXORIENT], majorLoc[MAXORIENT][MAXORIENT];
|
||
|
SkewbMove movement;
|
||
|
GLfloat rotatestep;
|
||
|
GLfloat PX, PY, VX, VY;
|
||
|
GLXContext *glx_context;
|
||
|
Bool AreObjectsDefined[2];
|
||
|
} skewbstruct;
|
||
|
|
||
|
static float front_shininess[] =
|
||
|
{60.0};
|
||
|
static float front_specular[] =
|
||
|
{0.7, 0.7, 0.7, 1.0};
|
||
|
static float ambient[] =
|
||
|
{0.0, 0.0, 0.0, 1.0};
|
||
|
static float diffuse[] =
|
||
|
{1.0, 1.0, 1.0, 1.0};
|
||
|
static float position0[] =
|
||
|
{1.0, 1.0, 1.0, 0.0};
|
||
|
static float position1[] =
|
||
|
{-1.0, -1.0, 1.0, 0.0};
|
||
|
static float lmodel_ambient[] =
|
||
|
{0.5, 0.5, 0.5, 1.0};
|
||
|
static float lmodel_twoside[] =
|
||
|
{GL_TRUE};
|
||
|
|
||
|
static float MaterialRed[] =
|
||
|
{0.5, 0.0, 0.0, 1.0};
|
||
|
static float MaterialBlue[] =
|
||
|
{0.0, 0.0, 0.5, 1.0};
|
||
|
static float MaterialGreen[] =
|
||
|
{0.0, 0.5, 0.0, 1.0};
|
||
|
static float MaterialPink[] =
|
||
|
{0.9, 0.5, 0.5, 1.0};
|
||
|
static float MaterialYellow[] =
|
||
|
{0.7, 0.7, 0.0, 1.0};
|
||
|
|
||
|
static float MaterialWhite[] =
|
||
|
{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 skewbstruct *skewb = (skewbstruct *) 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, MaterialGray5);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
|
||
|
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, MaterialPink);
|
||
|
break;
|
||
|
case BACK_FACE:
|
||
|
if (mono)
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6);
|
||
|
else
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static Bool
|
||
|
draw_stickerless_cubit(skewbstruct * sp)
|
||
|
{
|
||
|
glBegin(GL_QUADS);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
|
||
|
/* Edge 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(0.00, 1.00, 1.00);
|
||
|
glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glNormal3f(1.00, 0.00, 1.00);
|
||
|
glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
|
||
|
glEnd();
|
||
|
glBegin(GL_TRIANGLES);
|
||
|
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);
|
||
|
glNormal3f(1.00, 0.00, 0.00);
|
||
|
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);
|
||
|
/* Corner of cubit */
|
||
|
glNormal3f(1.00, 1.00, 1.00);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
|
||
|
/* Sharper corners of cubit */
|
||
|
glNormal3f(-1.00, 1.00, 1.00);
|
||
|
glVertex3f(-CUBELEN, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(-CUBELEN, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
|
||
|
glNormal3f(1.00, -1.00, 1.00);
|
||
|
glVertex3f(CUBEROUND, -CUBELEN, CUBELEN);
|
||
|
glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
|
||
|
glVertex3f(CUBELEN, -CUBELEN, CUBEROUND);
|
||
|
glNormal3f(1.00, 1.00, -1.00);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, -CUBELEN);
|
||
|
glEnd();
|
||
|
|
||
|
glBegin(GL_POLYGON);
|
||
|
glNormal3f(-1.00, 1.00, 1.00);
|
||
|
glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
|
||
|
glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
|
||
|
glEnd();
|
||
|
return True;
|
||
|
}
|
||
|
|
||
|
static Bool
|
||
|
draw_stickerless_facit(skewbstruct * sp)
|
||
|
{
|
||
|
glBegin(GL_QUADS);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialPink);
|
||
|
/* Edge of facit */
|
||
|
#if 0
|
||
|
glNormal3f(0.00, 1.00, 1.00);
|
||
|
glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
|
||
|
glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
|
||
|
glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
|
||
|
#endif
|
||
|
#if 0
|
||
|
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);
|
||
|
|
||
|
#endif
|
||
|
#if 0
|
||
|
glNormal3f(0.00, 1.00, 0.00);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
|
||
|
glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
|
||
|
#endif
|
||
|
glEnd();
|
||
|
return True;
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
draw_cubit(ModeInfo * mi,
|
||
|
int back, int front, int left, int right, int bottom, int top)
|
||
|
{
|
||
|
/* skewbstruct *sp = &skewb[MI_SCREEN(mi)]; */
|
||
|
int mono = MI_IS_MONO(mi);
|
||
|
|
||
|
if (back != NO_FACE) {
|
||
|
glBegin(GL_POLYGON);
|
||
|
pickcolor(back, mono);
|
||
|
glNormal3f(0.00, 0.00, -1.00);
|
||
|
if (top != NO_FACE) {
|
||
|
glVertex3f(-STICKERSHORT, STICKERLONG, -STICKERDEPTH);
|
||
|
glVertex3f(STICKERSHORT, STICKERLONG, -STICKERDEPTH);
|
||
|
}
|
||
|
if (left != NO_FACE) {
|
||
|
glVertex3f(-STICKERLONG, -STICKERSHORT, -STICKERDEPTH);
|
||
|
glVertex3f(-STICKERLONG, STICKERSHORT, -STICKERDEPTH);
|
||
|
}
|
||
|
if (bottom != NO_FACE) {
|
||
|
glVertex3f(STICKERSHORT, -STICKERLONG, -STICKERDEPTH);
|
||
|
glVertex3f(-STICKERSHORT, -STICKERLONG, -STICKERDEPTH);
|
||
|
}
|
||
|
if (right != NO_FACE) {
|
||
|
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);
|
||
|
if (top != NO_FACE) {
|
||
|
glVertex3f(STICKERSHORT, STICKERLONG, STICKERDEPTH);
|
||
|
glVertex3f(-STICKERSHORT, STICKERLONG, STICKERDEPTH);
|
||
|
}
|
||
|
if (left != NO_FACE) {
|
||
|
glVertex3f(-STICKERLONG, STICKERSHORT, STICKERDEPTH);
|
||
|
glVertex3f(-STICKERLONG, -STICKERSHORT, STICKERDEPTH);
|
||
|
}
|
||
|
if (bottom != NO_FACE) {
|
||
|
glVertex3f(-STICKERSHORT, -STICKERLONG, STICKERDEPTH);
|
||
|
glVertex3f(STICKERSHORT, -STICKERLONG, STICKERDEPTH);
|
||
|
}
|
||
|
if (right != NO_FACE) {
|
||
|
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);
|
||
|
if (front != NO_FACE) {
|
||
|
glVertex3f(-STICKERDEPTH, -STICKERSHORT, STICKERLONG);
|
||
|
glVertex3f(-STICKERDEPTH, STICKERSHORT, STICKERLONG);
|
||
|
}
|
||
|
if (top != NO_FACE) {
|
||
|
glVertex3f(-STICKERDEPTH, STICKERLONG, STICKERSHORT);
|
||
|
glVertex3f(-STICKERDEPTH, STICKERLONG, -STICKERSHORT);
|
||
|
}
|
||
|
if (back != NO_FACE) {
|
||
|
glVertex3f(-STICKERDEPTH, STICKERSHORT, -STICKERLONG);
|
||
|
glVertex3f(-STICKERDEPTH, -STICKERSHORT, -STICKERLONG);
|
||
|
}
|
||
|
if (bottom != NO_FACE) {
|
||
|
glVertex3f(-STICKERDEPTH, -STICKERLONG, -STICKERSHORT);
|
||
|
glVertex3f(-STICKERDEPTH, -STICKERLONG, STICKERSHORT);
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
if (right != NO_FACE) { /* Green */
|
||
|
glBegin(GL_POLYGON);
|
||
|
pickcolor(right, mono);
|
||
|
glNormal3f(1.00, 0.00, 0.00);
|
||
|
if (front != NO_FACE) {
|
||
|
glVertex3f(STICKERDEPTH, STICKERSHORT, STICKERLONG);
|
||
|
glVertex3f(STICKERDEPTH, -STICKERSHORT, STICKERLONG);
|
||
|
}
|
||
|
if (top != NO_FACE) {
|
||
|
glVertex3f(STICKERDEPTH, STICKERLONG, -STICKERSHORT);
|
||
|
glVertex3f(STICKERDEPTH, STICKERLONG, STICKERSHORT);
|
||
|
}
|
||
|
if (back != NO_FACE) {
|
||
|
glVertex3f(STICKERDEPTH, -STICKERSHORT, -STICKERLONG);
|
||
|
glVertex3f(STICKERDEPTH, STICKERSHORT, -STICKERLONG);
|
||
|
}
|
||
|
if (bottom != NO_FACE) {
|
||
|
glVertex3f(STICKERDEPTH, -STICKERLONG, STICKERSHORT);
|
||
|
glVertex3f(STICKERDEPTH, -STICKERLONG, -STICKERSHORT);
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
if (bottom != NO_FACE) { /* Pink */
|
||
|
glBegin(GL_POLYGON);
|
||
|
pickcolor(bottom, mono);
|
||
|
glNormal3f(0.00, -1.00, 0.00);
|
||
|
if (left != NO_FACE) {
|
||
|
glVertex3f(-STICKERLONG, -STICKERDEPTH, STICKERSHORT);
|
||
|
glVertex3f(-STICKERLONG, -STICKERDEPTH, -STICKERSHORT);
|
||
|
}
|
||
|
if (front != NO_FACE) {
|
||
|
glVertex3f(STICKERSHORT, -STICKERDEPTH, STICKERLONG);
|
||
|
glVertex3f(-STICKERSHORT, -STICKERDEPTH, STICKERLONG);
|
||
|
}
|
||
|
if (right != NO_FACE) {
|
||
|
glVertex3f(STICKERLONG, -STICKERDEPTH, -STICKERSHORT);
|
||
|
glVertex3f(STICKERLONG, -STICKERDEPTH, STICKERSHORT);
|
||
|
}
|
||
|
if (back != NO_FACE) {
|
||
|
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);
|
||
|
if (left != NO_FACE) {
|
||
|
glVertex3f(-STICKERLONG, STICKERDEPTH, -STICKERSHORT);
|
||
|
glVertex3f(-STICKERLONG, STICKERDEPTH, STICKERSHORT);
|
||
|
}
|
||
|
if (front != NO_FACE) {
|
||
|
glVertex3f(-STICKERSHORT, STICKERDEPTH, STICKERLONG);
|
||
|
glVertex3f(STICKERSHORT, STICKERDEPTH, STICKERLONG);
|
||
|
}
|
||
|
if (right != NO_FACE) {
|
||
|
glVertex3f(STICKERLONG, STICKERDEPTH, STICKERSHORT);
|
||
|
glVertex3f(STICKERLONG, STICKERDEPTH, -STICKERSHORT);
|
||
|
}
|
||
|
if (back != NO_FACE) {
|
||
|
glVertex3f(STICKERSHORT, STICKERDEPTH, -STICKERLONG);
|
||
|
glVertex3f(-STICKERSHORT, STICKERDEPTH, -STICKERLONG);
|
||
|
}
|
||
|
glEnd();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef HACK
|
||
|
static void
|
||
|
draw_facit(ModeInfo * mi,
|
||
|
int back, int front, int left, int right, int bottom, int top)
|
||
|
{
|
||
|
/* skewbstruct *sp = &skewb[MI_SCREEN(mi)]; */
|
||
|
int mono = MI_IS_MONO(mi);
|
||
|
|
||
|
if (back != NO_FACE) {
|
||
|
glBegin(GL_POLYGON);
|
||
|
pickcolor(back, mono);
|
||
|
glNormal3f(0.00, 0.00, -1.00);
|
||
|
glEnd();
|
||
|
}
|
||
|
if (front != NO_FACE) {
|
||
|
glBegin(GL_POLYGON);
|
||
|
pickcolor(front, mono);
|
||
|
glNormal3f(0.00, 0.00, 1.00);
|
||
|
glEnd();
|
||
|
}
|
||
|
if (left != NO_FACE) {
|
||
|
glBegin(GL_POLYGON);
|
||
|
pickcolor(left, mono);
|
||
|
glNormal3f(-1.00, 0.00, 0.00);
|
||
|
glEnd();
|
||
|
}
|
||
|
if (right != NO_FACE) { /* Green */
|
||
|
glBegin(GL_POLYGON);
|
||
|
pickcolor(right, mono);
|
||
|
glNormal3f(1.00, 0.00, 0.00);
|
||
|
glEnd();
|
||
|
}
|
||
|
if (bottom != NO_FACE) { /* Pink */
|
||
|
glBegin(GL_POLYGON);
|
||
|
pickcolor(bottom, mono);
|
||
|
glNormal3f(0.00, -1.00, 0.00);
|
||
|
glEnd();
|
||
|
}
|
||
|
if (top != NO_FACE) {
|
||
|
glBegin(GL_POLYGON);
|
||
|
pickcolor(top, mono);
|
||
|
glNormal3f(0.00, 1.00, 0.00);
|
||
|
glEnd();
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
static Bool
|
||
|
draw_cube(ModeInfo * mi)
|
||
|
{
|
||
|
#define S1 1
|
||
|
#define DRAW_STICKERLESS_FACIT(sp) if (!draw_stickerless_facit(sp)) return False
|
||
|
#define DRAW_STICKERLESS_CUBIT(sp) if (!draw_stickerless_cubit(sp)) return False
|
||
|
|
||
|
skewbstruct *sp = &skewb[MI_SCREEN(mi)];
|
||
|
SkewbLoc slice;
|
||
|
GLfloat rotatestep;
|
||
|
/* int i, j, k; */
|
||
|
|
||
|
if (sp->movement.face == NO_FACE) {
|
||
|
slice.face = NO_FACE;
|
||
|
slice.rotation = NO_ROTATION;
|
||
|
}
|
||
|
#ifdef FIXME
|
||
|
else {
|
||
|
convertMove(sp, sp->movement, &slice);
|
||
|
}
|
||
|
#endif
|
||
|
rotatestep = (slice.rotation == CCW) ? sp->rotatestep : -sp->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();
|
||
|
glRotatef(rotatestep, 0, 1, 0);
|
||
|
|
||
|
glTranslatef(-0.5, -0.5, -0.5);
|
||
|
/* glTranslatef(S1, 0, S1); */
|
||
|
DRAW_STICKERLESS_FACIT(sp);
|
||
|
glPushMatrix();
|
||
|
glRotatef(90.0, 0, 1, 0);
|
||
|
glRotatef(180.0, 1, 0, 0);
|
||
|
DRAW_STICKERLESS_CUBIT(sp);
|
||
|
glPopMatrix();
|
||
|
draw_cubit(mi, 0, 6, 2, 6, 4, 6);
|
||
|
glTranslatef(0, 0, S1);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180.0, 0, 0, 1);
|
||
|
DRAW_STICKERLESS_CUBIT(sp);
|
||
|
glPopMatrix();
|
||
|
draw_cubit(mi, 6, 1, 2, 6, 4, 6); /* BL */
|
||
|
glTranslatef(S1, 0, -S1);
|
||
|
glPushMatrix();
|
||
|
glRotatef(90.0, 0, 1, 0);
|
||
|
glRotatef(90.0, 1, 0, 0);
|
||
|
DRAW_STICKERLESS_CUBIT(sp);
|
||
|
glPopMatrix();
|
||
|
draw_cubit(mi, 0, 6, 6, 3, 4, 6);
|
||
|
glTranslatef(0, 0, S1);
|
||
|
glPushMatrix();
|
||
|
glRotatef(90.0, 1, 0, 0);
|
||
|
DRAW_STICKERLESS_CUBIT(sp);
|
||
|
glPopMatrix();
|
||
|
draw_cubit(mi, 6, 1, 6, 3, 4, 6); /* BR */
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glTranslatef(-0.5, 0.5, -0.5);
|
||
|
glPushMatrix();
|
||
|
glRotatef(90.0, 0, -1, 0);
|
||
|
glRotatef(90.0, 0, 0, 1);
|
||
|
DRAW_STICKERLESS_CUBIT(sp);
|
||
|
glPopMatrix();
|
||
|
draw_cubit(mi, 0, 6, 2, 6, 6, 5);
|
||
|
glTranslatef(0, 0, S1);
|
||
|
glPushMatrix();
|
||
|
glRotatef(90.0, 0, 0, 1);
|
||
|
DRAW_STICKERLESS_CUBIT(sp);
|
||
|
glPopMatrix();
|
||
|
draw_cubit(mi, 6, 1, 2, 6, 6, 5); /* UL */
|
||
|
glTranslatef(S1, 0, -S1);
|
||
|
glPushMatrix();
|
||
|
glRotatef(90.0, 0, 1, 0);
|
||
|
DRAW_STICKERLESS_CUBIT(sp);
|
||
|
glPopMatrix();
|
||
|
draw_cubit(mi, 0, 6, 6, 3, 6, 5);
|
||
|
glTranslatef(0, 0, S1);
|
||
|
DRAW_STICKERLESS_CUBIT(sp);
|
||
|
draw_cubit(mi, 6, 1, 6, 3, 6, 5); /* UR */
|
||
|
glPopMatrix();
|
||
|
break;
|
||
|
}
|
||
|
return True;
|
||
|
#undef S1
|
||
|
}
|
||
|
|
||
|
/* From David Bagley's xskewb. Used by permission. ;) */
|
||
|
static void
|
||
|
readDiagonal(skewbstruct *sp, int face, int corner, int orient, int size)
|
||
|
{
|
||
|
int g;
|
||
|
|
||
|
if (size == MINOR)
|
||
|
sp->minorLoc[orient] = sp->cubeLoc[face][corner];
|
||
|
else { /* size == MAJOR */
|
||
|
for (g = 1; g < MAXORIENT; g++)
|
||
|
sp->majorLoc[orient][g - 1] =
|
||
|
sp->cubeLoc[face][(corner + g) % MAXORIENT];
|
||
|
sp->majorLoc[orient][MAXORIENT - 1] =
|
||
|
sp->cubeLoc[face][MAXORIENT];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
rotateDiagonal(skewbstruct *sp, int rotate, int orient, int size)
|
||
|
{
|
||
|
int g;
|
||
|
|
||
|
if (size == MINOR)
|
||
|
sp->minorLoc[orient].rotation =
|
||
|
(sp->minorLoc[orient].rotation + rotate) % MAXORIENT;
|
||
|
else /* size == MAJOR */
|
||
|
for (g = 0; g < MAXORIENT; g++)
|
||
|
sp->majorLoc[orient][g].rotation =
|
||
|
(sp->majorLoc[orient][g].rotation + rotate) % MAXORIENT;
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
writeDiagonal(skewbstruct *sp, int face, int corner, int orient, int size)
|
||
|
{
|
||
|
int g, h;
|
||
|
|
||
|
if (size == MINOR) {
|
||
|
sp->cubeLoc[face][corner] = sp->minorLoc[orient];
|
||
|
/* DrawTriangle(face, corner); */
|
||
|
} else { /* size == MAJOR */
|
||
|
sp->cubeLoc[face][MAXORIENT] =
|
||
|
sp->majorLoc[orient][MAXORIENT - 1];
|
||
|
/* DrawDiamond(face); */
|
||
|
for (g = 1; g < MAXORIENT; g++) {
|
||
|
h = (corner + g) % MAXORIENT;
|
||
|
sp->cubeLoc[face][h] = sp->majorLoc[orient][g - 1];
|
||
|
/* DrawTriangle(face, h); */
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
readFace(skewbstruct * sp, int face, int h)
|
||
|
{
|
||
|
int position;
|
||
|
|
||
|
for (position = 0; position < MAXCUBES; position++)
|
||
|
sp->rowLoc[h][position] = sp->cubeLoc[face][position];
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
writeFace(skewbstruct * sp, int face, int rotate, int h)
|
||
|
{
|
||
|
int corner, newCorner;
|
||
|
|
||
|
for (corner = 0; corner < MAXORIENT; corner++) {
|
||
|
newCorner = (corner + rotate) % MAXORIENT;
|
||
|
sp->cubeLoc[face][newCorner] = sp->rowLoc[h][corner];
|
||
|
sp->cubeLoc[face][newCorner].rotation =
|
||
|
(sp->cubeLoc[face][newCorner].rotation + rotate) % MAXORIENT;
|
||
|
/* DrawTriangle(face, (corner + rotate) % MAXORIENT); */
|
||
|
}
|
||
|
sp->cubeLoc[face][MAXORIENT] = sp->rowLoc[h][MAXORIENT];
|
||
|
sp->cubeLoc[face][MAXORIENT].rotation =
|
||
|
(sp->cubeLoc[face][MAXORIENT].rotation + rotate) % MAXORIENT;
|
||
|
/* DrawDiamond(face); */
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
rotateFace(skewbstruct * sp, int face, int direction)
|
||
|
{
|
||
|
SkewbLoc faceLoc[MAXCUBES];
|
||
|
int corner;
|
||
|
|
||
|
/* Read Face */
|
||
|
for (corner = 0; corner < MAXORIENT; corner++)
|
||
|
faceLoc[corner] = sp->cubeLoc[face][corner];
|
||
|
/* Write Face */
|
||
|
for (corner = 0; corner < MAXORIENT; corner++) {
|
||
|
sp->cubeLoc[face][corner] = (direction == CW) ?
|
||
|
faceLoc[(corner + MAXORIENT - 1) % MAXORIENT] :
|
||
|
faceLoc[(corner + 1) % MAXORIENT];
|
||
|
sp->cubeLoc[face][corner].rotation =
|
||
|
(sp->cubeLoc[face][corner].rotation + direction) % MAXORIENT;
|
||
|
/* DrawTriangle(face, corner); */
|
||
|
}
|
||
|
sp->cubeLoc[face][MAXORIENT].rotation =
|
||
|
(sp->cubeLoc[face][MAXORIENT].rotation + direction) % MAXORIENT;
|
||
|
/* DrawDiamond(face); */
|
||
|
}
|
||
|
|
||
|
#ifdef HACK
|
||
|
static Boolean
|
||
|
checkMoveDir(int position1, int position2, int *direction)
|
||
|
{
|
||
|
if (!((position1 - position2 + MAXORIENT) % 2))
|
||
|
return False;
|
||
|
switch (position1) {
|
||
|
case 0:
|
||
|
*direction = (position2 == 1) ? 2 : 3;
|
||
|
break;
|
||
|
case 1:
|
||
|
*direction = (position2 == 2) ? 3 : 0;
|
||
|
break;
|
||
|
case 2:
|
||
|
*direction = (position2 == 3) ? 0 : 1;
|
||
|
break;
|
||
|
case 3:
|
||
|
*direction = (position2 == 0) ? 1 : 2;
|
||
|
break;
|
||
|
default:
|
||
|
return False;
|
||
|
}
|
||
|
*direction += 2 * MAXORIENT;
|
||
|
return True;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
static void
|
||
|
moveSkewb(skewbstruct * sp, int face, int direction, int position)
|
||
|
{
|
||
|
int newFace, newDirection, newCorner, k, size, rotate;
|
||
|
|
||
|
if (direction < 2 * MAXORIENT) {
|
||
|
/* position as MAXORIENT is ambiguous */
|
||
|
for (size = MINOR; size <= MAJOR; size++) {
|
||
|
readDiagonal(sp, face, position, 0, size);
|
||
|
for (k = 1; k <= MAXROTATE; k++) {
|
||
|
newFace = slideNextRow[face][position][direction / 2].face;
|
||
|
rotate = slideNextRow[face][position][direction / 2].rotation %
|
||
|
MAXORIENT;
|
||
|
newDirection = (rotate + direction) % MAXORIENT;
|
||
|
newCorner = (rotate + position) % MAXORIENT;
|
||
|
if (k != MAXROTATE)
|
||
|
readDiagonal(sp, newFace, newCorner, k, size);
|
||
|
rotateDiagonal(sp, rotate, k - 1, size);
|
||
|
writeDiagonal(sp, newFace, newCorner, k - 1, size);
|
||
|
face = newFace;
|
||
|
position = newCorner;
|
||
|
direction = newDirection;
|
||
|
}
|
||
|
if (size == MINOR) {
|
||
|
newFace = minToMaj[face][position].face;
|
||
|
rotate = minToMaj[face][position].rotation % MAXORIENT;
|
||
|
direction = (rotate + direction) % MAXORIENT;
|
||
|
position = (position + rotate + 2) % MAXORIENT;
|
||
|
face = newFace;
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
rotateFace(sp, faceToRotate[face][direction % MAXORIENT], CW);
|
||
|
rotateFace(sp, faceToRotate[face][(direction + 2) % MAXORIENT], CCW);
|
||
|
readFace(sp, face, 0);
|
||
|
for (k = 1; k <= MAXORIENT; k++) {
|
||
|
newFace = slideNextFace[face][direction % MAXORIENT].face;
|
||
|
rotate = slideNextFace[face][direction % MAXORIENT].rotation;
|
||
|
newDirection = (rotate + direction) % MAXORIENT;
|
||
|
if (k != MAXORIENT)
|
||
|
readFace(sp, newFace, k);
|
||
|
writeFace(sp, newFace, rotate, k - 1);
|
||
|
face = newFace;
|
||
|
direction = newDirection;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#ifdef DEBUG
|
||
|
void
|
||
|
printCube(skewbstruct * sp)
|
||
|
{
|
||
|
int face, position;
|
||
|
|
||
|
for (face = 0; face < MAXFACES; face++) {
|
||
|
for (position = 0; position < MAXCUBES; position++)
|
||
|
(void) printf("%d %d ", sp->cubeLoc[face][position].face,
|
||
|
sp->cubeLoc[face][position].rotation);
|
||
|
}
|
||
|
(void) printf("\n");
|
||
|
}
|
||
|
(void) printf("\n");
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
static void
|
||
|
evalmovement(ModeInfo * mi, SkewbMove movement)
|
||
|
{
|
||
|
skewbstruct *sp = &skewb[MI_SCREEN(mi)];
|
||
|
|
||
|
#ifdef DEBUG
|
||
|
printCube(sp);
|
||
|
#endif
|
||
|
if (movement.face < 0 || movement.face >= MAXFACES)
|
||
|
return;
|
||
|
|
||
|
moveSkewb(sp, movement.face, movement.direction, movement.position);
|
||
|
|
||
|
}
|
||
|
|
||
|
#ifdef HACK
|
||
|
static Bool
|
||
|
compare_moves(skewbstruct * sp, SkewbMove move1, SkewbMove move2, Bool opp)
|
||
|
{
|
||
|
#ifdef FIXME
|
||
|
SkewbLoc slice1, slice2;
|
||
|
|
||
|
convertMove(sp, move1, &slice1);
|
||
|
convertMove(sp, move2, &slice2);
|
||
|
if (slice1.face == slice2.face) {
|
||
|
if (slice1.rotation == slice2.rotation) { /* CW or CCW */
|
||
|
if (!opp)
|
||
|
return True;
|
||
|
} else {
|
||
|
if (opp)
|
||
|
return True;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
return False;
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
static Bool
|
||
|
shuffle(ModeInfo * mi)
|
||
|
{
|
||
|
skewbstruct *sp = &skewb[MI_SCREEN(mi)];
|
||
|
int i, face, position;
|
||
|
SkewbMove move;
|
||
|
|
||
|
for (face = 0; face < MAXFACES; face++) {
|
||
|
for (position = 0; position < MAXCUBES; position++) {
|
||
|
sp->cubeLoc[face][position].face = face;
|
||
|
sp->cubeLoc[face][position].rotation = TOP;
|
||
|
}
|
||
|
}
|
||
|
sp->storedmoves = MI_COUNT(mi);
|
||
|
if (sp->storedmoves < 0) {
|
||
|
if (sp->moves != NULL)
|
||
|
free(sp->moves);
|
||
|
sp->moves = (SkewbMove *) NULL;
|
||
|
sp->storedmoves = NRAND(-sp->storedmoves) + 1;
|
||
|
}
|
||
|
if ((sp->storedmoves) && (sp->moves == NULL))
|
||
|
if ((sp->moves = (SkewbMove *) calloc(sp->storedmoves + 1,
|
||
|
sizeof (SkewbMove))) == NULL) {
|
||
|
return False;
|
||
|
}
|
||
|
if (MI_CYCLES(mi) <= 1) {
|
||
|
sp->anglestep = 180.0;
|
||
|
} else {
|
||
|
sp->anglestep = 180.0 / (GLfloat) (MI_CYCLES(mi));
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < sp->storedmoves; i++) {
|
||
|
Bool condition;
|
||
|
|
||
|
do {
|
||
|
move.face = NRAND(MAXFACES);
|
||
|
move.direction = NRAND(2);
|
||
|
move.position = NRAND(MAXORIENT);
|
||
|
condition = True;
|
||
|
/*
|
||
|
* Some silly moves being made, weed out later....
|
||
|
*/
|
||
|
} while (!condition);
|
||
|
if (hideshuffling)
|
||
|
evalmovement(mi, move);
|
||
|
sp->moves[i] = move;
|
||
|
}
|
||
|
sp->VX = 0.05;
|
||
|
if (NRAND(100) < 50)
|
||
|
sp->VX *= -1;
|
||
|
sp->VY = 0.05;
|
||
|
if (NRAND(100) < 50)
|
||
|
sp->VY *= -1;
|
||
|
sp->movement.face = NO_FACE;
|
||
|
sp->rotatestep = 0;
|
||
|
sp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE;
|
||
|
sp->shufflingmoves = 0;
|
||
|
sp->done = 0;
|
||
|
return True;
|
||
|
}
|
||
|
|
||
|
static void
|
||
|
reshape(ModeInfo * mi, int width, int height)
|
||
|
{
|
||
|
skewbstruct *sp = &skewb[MI_SCREEN(mi)];
|
||
|
|
||
|
glViewport(0, 0, sp->WindW = (GLint) width, sp->WindH = (GLint) height);
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
|
||
|
sp->AreObjectsDefined[ObjFacit] = False;
|
||
|
sp->AreObjectsDefined[ObjCubit] = False;
|
||
|
}
|
||
|
|
||
|
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_skewb(skewbstruct *sp)
|
||
|
{
|
||
|
if (sp->moves != NULL) {
|
||
|
free(sp->moves);
|
||
|
sp->moves = (SkewbMove *) NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
release_skewb(ModeInfo * mi)
|
||
|
{
|
||
|
if (skewb != NULL) {
|
||
|
int screen;
|
||
|
|
||
|
for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
|
||
|
skewbstruct *sp = &skewb[screen];
|
||
|
|
||
|
free_skewb(sp);
|
||
|
}
|
||
|
free(skewb);
|
||
|
skewb = (skewbstruct *) NULL;
|
||
|
}
|
||
|
FreeAllGL(mi);
|
||
|
}
|
||
|
|
||
|
void
|
||
|
init_skewb(ModeInfo * mi)
|
||
|
{
|
||
|
skewbstruct *sp;
|
||
|
|
||
|
if (skewb == NULL) {
|
||
|
if ((skewb = (skewbstruct *) calloc(MI_NUM_SCREENS(mi),
|
||
|
sizeof (skewbstruct))) == NULL)
|
||
|
return;
|
||
|
}
|
||
|
sp = &skewb[MI_SCREEN(mi)];
|
||
|
|
||
|
sp->step = NRAND(180);
|
||
|
sp->PX = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
|
||
|
sp->PY = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
|
||
|
|
||
|
if ((sp->glx_context = init_GL(mi)) != NULL) {
|
||
|
|
||
|
reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
|
||
|
glDrawBuffer(GL_BACK);
|
||
|
if (!pinit(mi)) {
|
||
|
free_skewb(sp);
|
||
|
if (MI_IS_VERBOSE(mi)) {
|
||
|
(void) fprintf(stderr,
|
||
|
"Could not allocate memory for skewb\n");
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
MI_CLEARWINDOW(mi);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void
|
||
|
draw_skewb(ModeInfo * mi)
|
||
|
{
|
||
|
Bool bounced = False;
|
||
|
Display *display = MI_DISPLAY(mi);
|
||
|
Window window = MI_WINDOW(mi);
|
||
|
skewbstruct *sp;
|
||
|
|
||
|
if (skewb == NULL)
|
||
|
return;
|
||
|
sp = &skewb[MI_SCREEN(mi)];
|
||
|
if ((sp->storedmoves) && (sp->moves == NULL))
|
||
|
return;
|
||
|
|
||
|
MI_IS_DRAWN(mi) = True;
|
||
|
if (!sp->glx_context)
|
||
|
return;
|
||
|
|
||
|
glXMakeCurrent(display, window, *(sp->glx_context));
|
||
|
|
||
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
glPushMatrix();
|
||
|
|
||
|
glTranslatef(0.0, 0.0, -10.0);
|
||
|
|
||
|
sp->PX += sp->VX;
|
||
|
sp->PY += sp->VY;
|
||
|
|
||
|
if (sp->PY < -1) {
|
||
|
sp->PY += (-1) - (sp->PY);
|
||
|
sp->VY = -sp->VY;
|
||
|
bounced = True;
|
||
|
}
|
||
|
if (sp->PY > 1) {
|
||
|
sp->PY -= (sp->PY) - 1;
|
||
|
sp->VY = -sp->VY;
|
||
|
bounced = True;
|
||
|
}
|
||
|
if (sp->PX < -1) {
|
||
|
sp->PX += (-1) - (sp->PX);
|
||
|
sp->VX = -sp->VX;
|
||
|
bounced = True;
|
||
|
}
|
||
|
if (sp->PX > 1) {
|
||
|
sp->PX -= (sp->PX) - 1;
|
||
|
sp->VX = -sp->VX;
|
||
|
bounced = True;
|
||
|
}
|
||
|
if (bounced) {
|
||
|
sp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01;
|
||
|
sp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01;
|
||
|
if (sp->VX > 0.06)
|
||
|
sp->VX = 0.06;
|
||
|
if (sp->VY > 0.06)
|
||
|
sp->VY = 0.06;
|
||
|
if (sp->VX < -0.06)
|
||
|
sp->VX = -0.06;
|
||
|
if (sp->VY < -0.06)
|
||
|
sp->VY = -0.06;
|
||
|
}
|
||
|
if (!MI_IS_ICONIC(mi)) {
|
||
|
glTranslatef(sp->PX, sp->PY, 0);
|
||
|
glScalef(Scale4Window * sp->WindH / sp->WindW,
|
||
|
Scale4Window, Scale4Window);
|
||
|
} else {
|
||
|
glScalef(Scale4Iconic * sp->WindH / sp->WindW,
|
||
|
Scale4Iconic, Scale4Iconic);
|
||
|
}
|
||
|
glRotatef(sp->step * 100, 1, 0, 0);
|
||
|
glRotatef(sp->step * 95, 0, 1, 0);
|
||
|
glRotatef(sp->step * 90, 0, 0, 1);
|
||
|
if (!draw_cube(mi)) {
|
||
|
release_skewb(mi);
|
||
|
return;
|
||
|
}
|
||
|
glXSwapBuffers(display, window);
|
||
|
|
||
|
#if 0
|
||
|
if (sp->action == ACTION_SHUFFLE) {
|
||
|
if (sp->done) {
|
||
|
if (++sp->rotatestep > DELAY_AFTER_SHUFFLING) {
|
||
|
sp->movement.face = NO_FACE;
|
||
|
sp->rotatestep = 0;
|
||
|
sp->action = ACTION_SOLVE;
|
||
|
sp->done = 0;
|
||
|
}
|
||
|
} else {
|
||
|
if (sp->movement.face == NO_FACE) {
|
||
|
if (sp->shufflingmoves < sp->storedmoves) {
|
||
|
sp->rotatestep = 0;
|
||
|
sp->movement = sp->moves[sp->shufflingmoves];
|
||
|
} else {
|
||
|
sp->rotatestep = 0;
|
||
|
sp->done = 1;
|
||
|
}
|
||
|
} else {
|
||
|
if (sp->rotatestep == 0) {
|
||
|
;
|
||
|
}
|
||
|
sp->rotatestep += sp->anglestep;
|
||
|
if (sp->rotatestep > 180) {
|
||
|
evalmovement(mi, sp->movement);
|
||
|
sp->shufflingmoves++;
|
||
|
sp->movement.face = NO_FACE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
if (sp->done) {
|
||
|
if (++sp->rotatestep > DELAY_AFTER_SOLVING)
|
||
|
if (!shuffle(mi)) {
|
||
|
free_skewb(sp);
|
||
|
if (MI_IS_VERBOSE(mi)) {
|
||
|
(void) fprintf(stderr,
|
||
|
"Could not allocate memory for skewb\n");
|
||
|
}
|
||
|
}
|
||
|
} else {
|
||
|
if (sp->movement.face == NO_FACE) {
|
||
|
if (sp->storedmoves > 0) {
|
||
|
sp->rotatestep = 0;
|
||
|
sp->movement = sp->moves[sp->storedmoves - 1];
|
||
|
sp->movement.direction = (sp->movement.direction +
|
||
|
(MAXORIENT / 2)) % MAXORIENT;
|
||
|
} else {
|
||
|
sp->rotatestep = 0;
|
||
|
sp->done = 1;
|
||
|
}
|
||
|
} else {
|
||
|
if (sp->rotatestep == 0) {
|
||
|
;
|
||
|
}
|
||
|
sp->rotatestep += sp->anglestep;
|
||
|
if (sp->rotatestep > 180) {
|
||
|
evalmovement(mi, sp->movement);
|
||
|
sp->storedmoves--;
|
||
|
sp->movement.face = NO_FACE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
glPopMatrix();
|
||
|
|
||
|
glFlush();
|
||
|
|
||
|
sp->step += 0.05;
|
||
|
}
|
||
|
|
||
|
void
|
||
|
change_skewb(ModeInfo * mi)
|
||
|
{
|
||
|
skewbstruct *sp;
|
||
|
|
||
|
if (skewb == NULL)
|
||
|
return;
|
||
|
sp = &skewb[MI_SCREEN(mi)];
|
||
|
|
||
|
if (!sp->glx_context)
|
||
|
return;
|
||
|
if (!pinit(mi)) {
|
||
|
free_skewb(sp);
|
||
|
if (MI_IS_VERBOSE(mi)) {
|
||
|
(void) fprintf(stderr,
|
||
|
"Could not allocate memory for skewb\n");
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|