/* -*- Mode: C; tab-width: 4 -*- */ /* skewb --- Shows an auto-solving Skewb */ #if !defined( lint ) && !defined( SABER ) static const char sccsid[] = "@(#)skewb.c 5.00 2000/11/01 xlockmore"; #endif #undef DEBUG_LISTS #undef HACK /* I am just doing experiments here to figure it out */ /* #define HACK */ /*- * Permission to use, copy, modify, and distribute this software and its * documentation for any purpose and without fee is hereby granted, * provided that the above copyright notice appear in all copies and that * both that copyright notice and this permission notice appear in * supporting documentation. * * This file is provided AS IS with no warranties of any kind. The author * shall have no liability with respect to the infringement of copyrights, * trade secrets or any patents by this file or any part thereof. In no * event will the author be liable for any lost revenue or profits or * other special, indirect and consequential damages. * * This mode shows an auto-solving a skewb "puzzle". * * Thanks goes also to Brian Paul for making it possible and inexpensive * to use OpenGL at home. * * Based on rubik.c by Marcelo F. Vianna * * Revision History: * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver) * 01-Nov-2000: Allocation checks * 27-Apr-2000: Started writing, only have corners drawn and algorithm * compiled in. */ /*- * Color labels mapping: * ===================== * * +------+ * |3 0| * | | * | TOP | * | (0) | * | | * |2 1| * +------+------+------+ * |3 0|3 0|3 0| * | | | | * | LEFT |FRONT |RIGHT | * | (1) | (2) | (3) | * | | | | * |2 1|2 1|2 1| * +------+------+------+ * |3 0| * | | * |BOTTOM| * | (4) | * | | * |2 1| * +------+ +------+ * |3 0| |3 /\ 0| * | | | / \ | * | BACK | |/xxxx\| * | (5) | |\(N) /| * | | | \ / | * |2 1| |2 \/ 1| * +------+ +------+ * * Map to 3d * FRONT => X, Y * BACK => X, Y * LEFT => Z, Y * RIGHT => Z, Y * TOP => X, Z * BOTTOM => X, Z */ #ifdef VMS /*- * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock. * otherwise caddr_t is not defined correctly */ #include #endif #ifdef STANDALONE #define MODE_skewb #define PROGCLASS "Skewb" #define HACK_INIT init_skewb #define HACK_DRAW draw_skewb #define skewb_opts xlockmore_opts #define DEFAULTS "*delay: 100000 \n" \ "*count: -30 \n" \ "*cycles: 5 \n" #include "xlockmore.h" /* from the xscreensaver distribution */ #else /* !STANDALONE */ #include "xlock.h" /* from the xlockmore distribution */ #include "vis.h" #endif /* !STANDALONE */ #ifdef MODE_skewb #define DEF_HIDESHUFFLING "False" static Bool hideshuffling; static XrmOptionDescRec opts[] = { {(char *) "-hideshuffling", (char *) ".skewb.hideshuffling", XrmoptionNoArg, (caddr_t) "on"}, {(char *) "+hideshuffling", (char *) ".skewb.hideshuffling", XrmoptionNoArg, (caddr_t) "off"} }; static argtype vars[] = { {(void *) & hideshuffling, (char *) "hideshuffling", (char *) "Hideshuffling", (char *) DEF_HIDESHUFFLING, t_Bool} }; static OptionStruct desc[] = { {(char *) "-/+hideshuffling", (char *) "turn on/off hidden shuffle phase"} }; ModeSpecOpt skewb_opts = {sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc}; #ifdef USE_MODULES ModStruct skewb_description = {"skewb", "init_skewb", "draw_skewb", "release_skewb", "draw_skewb", "change_skewb", (char *) NULL, &skewb_opts, 100000, -30, 5, 1, 64, 1.0, "", "Shows an auto-solving Skewb", 0, NULL}; #endif #define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2) #define sqr(A) ((A)*(A)) #ifndef Pi #define Pi M_PI #endif #define ACTION_SOLVE 1 #define ACTION_SHUFFLE 0 #define DELAY_AFTER_SHUFFLING 5 #define DELAY_AFTER_SOLVING 20 /*************************************************************************/ #define Scale4Window (0.9/3.0) #define Scale4Iconic (2.1/3.0) #define MAXORIENT 4 /* Number of orientations of a square */ #define MAXFACES 6 /* Number of faces */ /* Directions relative to the face of a cubie */ #define IGNORE (-1) #define TR 0 #define BR 1 #define BL 2 #define TL 3 #define STRT 4 #define CW 5 #define HALF 6 #define CCW 7 #define TOP 8 #define RIGHT 9 #define BOTTOM 10 #define LEFT 11 #define MAXROTATE 3 #define MAXCUBES (MAXORIENT+1) #define MINOR 0 #define MAJOR 1 #define MAXFACES 6 #define TOP_FACE 0 #define LEFT_FACE 1 #define FRONT_FACE 2 #define RIGHT_FACE 3 #define BOTTOM_FACE 4 #define BACK_FACE 5 #define NO_FACE (MAXFACES) #define NO_ROTATION (2*MAXORIENT) #define CUBELEN 0.50 #define CUBEROUND (CUBELEN-0.05) #define STICKERLONG (CUBEROUND-0.05) #define STICKERSHORT (STICKERLONG-0.05) #define STICKERDEPTH (CUBELEN+0.01) #define ObjCubit 0 #define ObjFacit 1 #define MaxObj 2 typedef struct _SkewbLoc { int face; int rotation; /* Not used yet */ } SkewbLoc; typedef struct _SkewbLocPos { int face, position, direction; } SkewbLocPos; typedef struct _RowNext { int face, direction, sideFace; } RowNext; typedef struct _SkewbMove { int face, direction; int position; } SkewbMove; /*- * Pick a face and a direction on face the next face and orientation * is then known. */ static SkewbLoc slideNextRow[MAXFACES][MAXORIENT][MAXORIENT / 2] = { { { {2, CW}, {1, HALF}}, { {5, CCW}, {1, STRT}}, { {3, STRT}, {5, CW}}, { {3, HALF}, {2, CCW}} }, { { {4, STRT}, {5, CW}}, { {0, STRT}, {5, CCW}}, { {2, CCW}, {0, HALF}}, { {2, CW}, {4, HALF}} }, { { {4, CW}, {1, CCW}}, { {0, CCW}, {1, CW}}, { {3, CCW}, {0, CW}}, { {3, CW}, {4, CCW}} }, { { {4, HALF}, {2, CCW}}, { {0, HALF}, {2, CW}}, { {5, CW}, {0, STRT}}, { {5, CCW}, {4, STRT}} }, { { {5, CW}, {1, STRT}}, { {2, CCW}, {1, HALF}}, { {3, HALF}, {2, CW}}, { {3, STRT}, {5, CCW}} }, { { {0, CW}, {1, CW}}, { {4, CCW}, {1, CCW}}, { {3, CW}, {4, CW}}, { {3, CCW}, {0, CCW}} } }; static SkewbLoc minToMaj[MAXFACES][MAXORIENT] = { /* other equivalent mappings possible */ { {3, CW}, {2, STRT}, {1, CCW}, {5, STRT}}, { {2, STRT}, {4, CCW}, {5, HALF}, {0, CW}}, { {3, STRT}, {4, STRT}, {1, STRT}, {0, STRT}}, { {5, HALF}, {4, CW}, {2, STRT}, {0, CCW}}, { {3, CCW}, {5, STRT}, {1, CW}, {2, STRT}}, { {3, HALF}, {0, STRT}, {1, HALF}, {4, STRT}} }; static SkewbLoc slideNextFace[MAXFACES][MAXORIENT] = { { {5, STRT}, {3, CW}, {2, STRT}, {1, CCW}}, { {0, CW}, {2, STRT}, {4, CCW}, {5, HALF}}, { {0, STRT}, {3, STRT}, {4, STRT}, {1, STRT}}, { {0, CCW}, {5, HALF}, {4, CW}, {2, STRT}}, { {2, STRT}, {3, CCW}, {5, STRT}, {1, CW}}, { {4, STRT}, {3, HALF}, {0, STRT}, {1, HALF}} }; static int faceToRotate[MAXFACES][MAXORIENT] = { {3, 2, 1, 5}, {2, 4, 5, 0}, {3, 4, 1, 0}, {5, 4, 2, 0}, {3, 5, 1, 2}, {3, 0, 1, 4} }; #ifdef HACK static SkewbLocPos orthToDiag[MAXFACES][MAXORIENT][MAXORIENT] = { { { {3, 0, 1}, {5, 1, 0}, {3, 0, 3}, {5, 1, 2}}, { {3, 3, 0}, {2, 0, 1}, {3, 3, 2}, {2, 0, 3}}, { {1, 0, 3}, {2, 3, 0}, {1, 0, 1}, {2, 3, 2}}, { {1, 3, 2}, {5, 2, 1}, {1, 3, 0}, {5, 2, 3}} }, { { {2, 3, 0}, {0, 2, 1}, {2, 3, 2}, {0, 2, 3}}, { {2, 2, 3}, {4, 3, 0}, {2, 2, 1}, {4, 3, 2}}, { {5, 3, 2}, {4, 2, 3}, {5, 3, 0}, {4, 2, 1}}, { {5, 2, 1}, {0, 3, 2}, {5, 2, 3}, {0, 3, 0}} }, { { {3, 3, 0}, {0, 1, 0}, {3, 3, 2}, {0, 1, 2}}, { {3, 2, 3}, {4, 0, 1}, {3, 2, 1}, {4, 0, 3}}, { {1, 1, 0}, {4, 3, 0}, {1, 1, 2}, {4, 3, 2}}, { {1, 0, 3}, {0, 2, 1}, {1, 0, 1}, {0, 2, 3}} }, { { {5, 1, 2}, {0, 0, 3}, {5, 1, 0}, {0, 0, 1}}, { {5, 0, 1}, {4, 1, 2}, {5, 0, 3}, {4, 1, 0}}, { {2, 1, 0}, {4, 0, 1}, {2, 1, 2}, {4, 0, 3}}, { {2, 0, 3}, {0, 1, 0}, {2, 0, 1}, {0, 1, 2}} }, { { {3, 2, 3}, {2, 1, 0}, {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