/* -*- Mode: C; tab-width: 4 -*- */
-/* rubik --- Shows a self-solving Rubik's cube */
-
-#if !defined( lint ) && !defined( SABER )
-static const char sccsid[] = "@(#)rubik.c 4.04 97/07/28 xlockmore";
+/* rubik --- Shows an auto-solving Rubik's cube */
+#if 0
+static const char sccsid[] = "@(#)rubik.c 5.01 2001/03/01 xlockmore";
#endif
-#undef DEBUG_LISTS
-
/*-
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
*
- * This mode shows a self solving rubik's cube "puzzle". If somebody
+ * This mode shows an auto-solving rubik's cube "puzzle". If somebody
* intends to make a game or something based on this code, please let me
* know first, my e-mail address is provided in this comment. Marcelo.
*
* Thanks goes also to Brian Paul for making it possible and inexpensive
* to use OpenGL at home.
*
- * Since I'm not a native english speaker, my apologies for any gramatical
- * mistake.
+ * Since I'm not a native English speaker, my apologies for any grammatical
+ * mistakes.
*
- * My e-mail addresses are
- * vianna@cat.cbpf.br
- * and
- * marcelo@venus.rdc.puc-rio.br
+ * My e-mail address is
+ * mfvianna@centroin.com.br
*
* Marcelo F. Vianna (Jul-31-1997)
*
* Revision History:
- * 02-Aug-97: Now behaves more like puzzle.c: first show the cube being
- * shuffled and then being solved. A mode specific option was added:
- * "+/-hideshuffling" to provide the original behavior (in which
- * only the solution is shown).
- * The color labels corners are now rounded.
- * Optimized the cubit() routine using glLists.
- * 01-Aug-97: Shuffling now avoids movements that undoes the previous movement
- * and three consecutive identical moves (which is pretty stupid).
- * improved the "cycles" option in replacement of David's hack,
- * now rp->anglestep is a GLfloat, so this option selects the
- * "exact" number of frames that a rotation (movement) takes to
- * complete.
- * 30-Jul-97: Initial release, there is no algorithm to solve the puzzle,
- * instead, it randomly shuffle the cube and then make the
- * movements in the reverse order.
- * The mode was written in 1 day (I got sick and had a license
- * at work...) There was not much to do since I could not exit
- * from home... :)
- *
+ * 05-Apr-2002: Removed all gllist uses (fix some bug with nvidia driver)
+ * 01-Mar-2001: Added FPS stuff - Eric Lassauge <lassauge@mail.dotcom.fr>
+ * 01-Nov-2000: Allocation checks
+ * 27-Apr-1999: LxMxN stuff added.
+ * 26-Sep-1998: Added some more movement (the cube does not stay in the screen
+ * center anymore. Also fixed the scale problem immediately after
+ * shuffling when the puzzle is solved.
+ * 08-Aug-1997: Now has some internals from xrubik by David Bagley
+ * This should make it easier to add features.
+ * 02-Aug-1997: Now behaves more like puzzle.c: first show the cube being
+ * shuffled and then being solved. A mode specific option was
+ * added:
+ * "+/-hideshuffling" to provide the original behavior (in which
+ * only the solution is shown).
+ * The color labels corners are now rounded.
+ * Optimized the cubit() routine using glLists.
+ * 01-Aug-1997: Shuffling now avoids movements that undoes the previous
+ * movement and three consecutive identical moves (which is
+ * pretty stupid).
+ * improved the "cycles" option in replacement of David's hack,
+ * now rp->anglestep is a GLfloat, so this option selects the
+ * "exact" number of frames that a rotation (movement) takes to
+ * complete.
+ * 30-Jul-1997: Initial release, there is no algorithm to solve the puzzle,
+ * instead, it randomly shuffle the cube and then make the
+ * movements in the reverse order.
+ * The mode was written in 1 day (I got sick and had the day off).
+ * There was not much to do since I could not leave home... :)
*/
/*-
* Color labels mapping:
* =====================
*
- * +------------+
- * | 22|
- * | |
- * | |
- * | TOP(0) |
- * |^ |
- * || |
- * |00--> |
- * +-----------+------------+-----------+
- * | 22| 22| 22|
- * | | | |
- * | | | |
- * | LEFT(1) | FRONT(2) | RIGHT(3) |
- * |^ |^ |^ |
- * || || || |
- * |00--> |00--> |00--> |
- * +-----------+------------+-----------+
- * | 22|
- * | |
- * | |
- * | BOTTOM(4) | rp->faces[N][X][Y]=
- * |^ | F_[N][X][Y]=
- * || |
- * |00--> | +---+---+---+
- * +------------+ | | |XY |
- * | 22| |02 |12 |22 |
- * | | |---+---+---+
- * | | | xxxxx(N) |
- * | BACK(5) | |01 |11 |21 |
- * |^ | +---+---+---+
- * || | |XY | | |
- * |00--> | |00 |10 |20 |
- * +------------+ +---+---+---+
+ * +-----------+
+ * |0--> |
+ * || |
+ * |v TOP(0) |
+ * | |
+ * | 8|
+ * +-----------+-----------+-----------+
+ * |0--> |0--> |0--> |
+ * || || || |
+ * |v LEFT(1) |v FRONT(2) |v RIGHT(3) |
+ * | | | |
+ * | 8| 8| 8|
+ * +-----------+-----------+-----------+
+ * |0--> |
+ * || |
+ * |v BOTTOM(4)|
+ * | |
+ * | 8|
+ * +-----------+ +---+---+---+
+ * |0--> | | 0 | 1 | 2 |
+ * || | |--xxxxx(N)-+
+ * |v BACK(5) | | 3 | 4 | 5 |
+ * | | +---+---+---+
+ * | 8| | 6 | 7 | 8 |
+ * +-----------+ +---+---+---+
*
* Map to 3d
* FRONT => X, Y
* BOTTOM => X, Z
*/
-/*-
- * PURIFY 3.0a on SunOS4 reports an unitialized memory read on each of
- * the glCallList() functions below when using MesaGL 2.1. This has
- * been fixed in MesaGL 2.2 and later releases.
- */
-
-/*-
- * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
- * otherwise caddr_t is not defined correctly
- */
-#include <X11/Intrinsic.h>
-#include <string.h>
-
#ifdef STANDALONE
-# define PROGCLASS "Rubik"
-# define HACK_INIT init_rubik
-# define HACK_DRAW draw_rubik
-# define rubik_opts xlockmore_opts
-# define DEFAULTS "*delay: 50000 \n" \
+# define MODE_rubik
+# define DEFAULTS "*delay: 40000 \n" \
"*count: -30 \n" \
- "*cycles: 5 \n"
+ "*showFPS: False \n" \
+ "*cycles: 5 \n" \
+ "*size: -6 \n"
+# define refresh_rubik 0
+# define rubik_handle_event 0
# include "xlockmore.h" /* from the xscreensaver distribution */
#else /* !STANDALONE */
# include "xlock.h" /* from the xlockmore distribution */
+# include "vis.h"
#endif /* !STANDALONE */
-#ifdef USE_GL
+#ifdef MODE_rubik
+#define DEF_SIZEX "0"
+#define DEF_SIZEY "0"
+#define DEF_SIZEZ "0"
#define DEF_HIDESHUFFLING "False"
+static int sizex;
+static int sizey;
+static int sizez;
static Bool hideshuffling;
static XrmOptionDescRec opts[] =
{
- {"-hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "on"},
- {"+hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, (caddr_t) "off"}
+ {"-sizex", ".rubik.sizex", XrmoptionSepArg, 0},
+ {"-sizey", ".rubik.sizey", XrmoptionSepArg, 0},
+ {"-sizez", ".rubik.sizez", XrmoptionSepArg, 0},
+ {"-hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "on"},
+ {"+hideshuffling", ".rubik.hideshuffling", XrmoptionNoArg, "off"}
};
static argtype vars[] =
{
- {(caddr_t *) & hideshuffling, "hideshuffling", "Hideshuffling", DEF_HIDESHUFFLING, t_Bool}
+ {&sizex, "sizex", "SizeX", DEF_SIZEX, t_Int},
+ {&sizey, "sizey", "SizeY", DEF_SIZEY, t_Int},
+ {&sizez, "sizez", "SizeZ", DEF_SIZEZ, t_Int},
+ {&hideshuffling, "hideshuffling", "Hideshuffling", DEF_HIDESHUFFLING, t_Bool}
};
static OptionStruct desc[] =
{
+ {"-sizex num", "number of cubies along x axis (overrides size)"},
+ {"-sizey num", "number of cubies along y axis (overrides size)"},
+ {"-sizez num", "number of cubies along z axis (overrides size)"},
{"-/+hideshuffling", "turn on/off hidden shuffle phase"}
};
-ModeSpecOpt rubik_opts =
-{2, opts, 1, vars, desc};
+ENTRYPOINT ModeSpecOpt rubik_opts =
+{sizeof opts / sizeof opts[0], opts, sizeof vars / sizeof vars[0], vars, desc};
-#define Scale4Window 0.3
-#define Scale4Iconic 0.7
+#ifdef USE_MODULES
+ModStruct rubik_description =
+{"rubik", "init_rubik", "draw_rubik", "release_rubik",
+ "draw_rubik", "change_rubik", (char *) NULL, &rubik_opts,
+ 10000, -30, 5, -6, 64, 1.0, "",
+ "Shows an auto-solving Rubik's Cube", 0, NULL};
+
+#endif
#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
#define sqr(A) ((A)*(A))
#define Pi M_PI
#endif
-#define NO_ROTATION -1
-#define TOP_ROTATION 0
-#define LEFT_ROTATION 1
-#define FRONT_ROTATION 2
-#define RIGHT_ROTATION 3
-#define BOTTOM_ROTATION 4
-#define BACK_ROTATION 5
-
-#define CLOCK_WISE 0
-#define C_CLOCK_WISE 1
#define ACTION_SOLVE 1
#define ACTION_SHUFFLE 0
#define DELAY_AFTER_SHUFFLING 5
#define DELAY_AFTER_SOLVING 20
-#define F_ rp->faces
-
/*************************************************************************/
-/*-
- * Ignore trivial case, since it adds needless complications.
- * MAXSIZE must be 2 or greater.
- */
-
-#define MAXSIZEX 3
-#define MAXSIZEY 3
-#define MAXSIZEZ 3
-#define MAXSIZE (MAX(MAX(MAXSIZEX,MAXSIZEY),MAXSIZEZ))
+#define MINSIZE 2
+#define MAXSIZEX (rp->sizex)
+#define MAXSIZEY (rp->sizey)
+#define MAXSIZEZ (rp->sizez)
+#define AVSIZE ((rp->sizex+rp->sizey+rp->sizez)/3.0) /* Use of this should be minimized */
+#define MAXMAXSIZE (MAX(MAXSIZEX,MAX(MAXSIZEY,MAXSIZEZ)))
#define MAXSIZEXY (MAXSIZEX*MAXSIZEY)
-#define MAXSIZEZY (MAXSIZEZ*MAXSIZEY)
-#define MAXSIZEXZ (MAXSIZEX*MAXSIZEZ)
-#define MAXSIZESQ (MAX(MAX(MAXSIZEXY,MAXSIZEZY),MAXSIZEXZ))
-#define LAST (MAXSIZE-1)
+#define MAXSIZEYZ (MAXSIZEY*MAXSIZEZ)
+#define MAXSIZEZX (MAXSIZEZ*MAXSIZEX)
#define LASTX (MAXSIZEX-1)
#define LASTY (MAXSIZEY-1)
#define LASTZ (MAXSIZEZ-1)
+/* These are not likely to change but... */
+#define FIRSTX 0
+#define FIRSTY 0
+#define FIRSTZ 0
+
+#define Scale4Window (0.9/AVSIZE)
+#define Scale4Iconic (2.1/AVSIZE)
+
+#define MAXORIENT 4 /* Number of orientations of a square */
+#define MAXFACES 6 /* Number of faces */
+
+/* Directions relative to the face of a cubie */
+#define TOP 0
+#define RIGHT 1
+#define BOTTOM 2
+#define LEFT 3
+#define CW (MAXORIENT+1)
+#define HALF (MAXORIENT+2)
+#define CCW (2*MAXORIENT-1)
+
+#define TOP_FACE 0
+#define LEFT_FACE 1
+#define FRONT_FACE 2
+#define RIGHT_FACE 3
+#define BOTTOM_FACE 4
+#define BACK_FACE 5
+#define NO_FACE (MAXFACES)
+#define NO_ROTATION (2*MAXORIENT)
+#define NO_DEPTH MAXMAXSIZE
+
+#define REVX(a) (MAXSIZEX - a - 1)
+#define REVY(a) (MAXSIZEY - a - 1)
+#define REVZ(a) (MAXSIZEZ - a - 1)
+
+#define CUBELEN 0.50
+#define CUBEROUND (CUBELEN-0.05)
+#define STICKERLONG (CUBEROUND-0.05)
+#define STICKERSHORT (STICKERLONG-0.05)
+#define STICKERDEPTH (CUBELEN+0.01)
+
+#define ObjCubit 0
+#define MaxObj 1
+typedef struct _RubikLoc {
+ int face;
+ int rotation; /* Not used yet */
+} RubikLoc;
+
+typedef struct _RubikRowNext {
+ int face, direction, sideFace;
+} RubikRowNext;
+
+typedef struct _RubikMove {
+ int face, direction;
+ int position;
+} RubikMove;
+
+typedef struct _RubikSlice {
+ int face, rotation;
+ int depth;
+} RubikSlice;
+
+/*-
+ * Pick a face and a direction on face the next face and orientation
+ * is then known.
+ */
+static const RubikLoc slideNextRow[MAXFACES][MAXORIENT] =
+{
+ {
+ {5, TOP},
+ {3, RIGHT},
+ {2, TOP},
+ {1, LEFT}},
+ {
+ {0, RIGHT},
+ {2, TOP},
+ {4, LEFT},
+ {5, BOTTOM}},
+ {
+ {0, TOP},
+ {3, TOP},
+ {4, TOP},
+ {1, TOP}},
+ {
+ {0, LEFT},
+ {5, BOTTOM},
+ {4, RIGHT},
+ {2, TOP}},
+ {
+ {2, TOP},
+ {3, LEFT},
+ {5, TOP},
+ {1, RIGHT}},
+ {
+ {4, TOP},
+ {3, BOTTOM},
+ {0, TOP},
+ {1, BOTTOM}}
+};
+
+/*-
+ * Examine cubie 0 on each face, its 4 movements (well only 2 since the
+ * other 2 will be opposites) and translate it into slice movements).
+ * CW = DEEP Depth CCW == SHALLOW Depth with reference to faces 0, 1, and 2
+ */
+static const RubikLoc rotateSlice[MAXFACES][MAXORIENT / 2] =
+{
+ {
+ {1, CCW},
+ {2, CW},
+ },
+ {
+ {2, CW},
+ {0, CCW},
+ },
+ {
+ {1, CCW},
+ {0, CCW},
+ },
+ {
+ {2, CCW},
+ {0, CCW},
+ },
+ {
+ {1, CCW},
+ {2, CCW},
+ },
+ {
+ {1, CCW},
+ {0, CW},
+ }
+};
+
+/*-
+ * Rotate face clockwise by a number of orients, then the top of the
+ * face then points to this face
+ */
+static const int rowToRotate[MAXFACES][MAXORIENT] =
+{
+ {3, 2, 1, 5},
+ {2, 4, 5, 0},
+ {3, 4, 1, 0},
+ {5, 4, 2, 0},
+ {3, 5, 1, 2},
+ {3, 0, 1, 4}
+};
+
+/*
+ * This translates a clockwise move to something more manageable
+ */
+static const RubikRowNext rotateToRow[MAXFACES] = /*CW to min face */
+{
+ {1, LEFT, TOP},
+ {0, BOTTOM, RIGHT},
+ {0, RIGHT, BOTTOM},
+ {0, TOP, LEFT},
+ {1, RIGHT, BOTTOM},
+ {0, LEFT, TOP}
+};
typedef struct {
GLint WindH, WindW;
GLfloat step;
- char *movedfaces;
- char *movedorient;
+ RubikMove *moves;
int storedmoves;
+ int degreeTurn;
int shufflingmoves;
+ int sizex, sizey, sizez;
+ float avsize, avsizeSq;
int action;
int done;
GLfloat anglestep;
- char faces[6][MAXSIZE][MAXSIZE];
- int movement;
- int orientation;
+ RubikLoc *cubeLoc[MAXFACES];
+ RubikLoc *rowLoc[MAXORIENT];
+ RubikMove movement;
GLfloat rotatestep;
- GLXContext glx_context;
- int AreObjectsDefined[1];
+ GLfloat PX, PY, VX, VY;
+ GLXContext *glx_context;
} rubikstruct;
-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 MaterialGreen[] =
-{0.0, 0.5, 0.0, 1.0};
-static float MaterialBlue[] =
-{0.0, 0.0, 0.5, 1.0};
-static float MaterialYellow[] =
-{0.7, 0.7, 0.0, 1.0};
-static float MaterialOrange[] =
-{1.0, 0.5, 0.4, 1.0};
+static const float front_shininess[] = {60.0};
+static const float front_specular[] = {0.7, 0.7, 0.7, 1.0};
+static const float ambient[] = {0.0, 0.0, 0.0, 1.0};
+static const float diffuse[] = {1.0, 1.0, 1.0, 1.0};
+static const float position0[] = {1.0, 1.0, 1.0, 0.0};
+static const float position1[] = {-1.0, -1.0, 1.0, 0.0};
+static const float lmodel_ambient[] = {0.5, 0.5, 0.5, 1.0};
+static const float lmodel_twoside[] = {GL_TRUE};
+
+static const float MaterialRed[] = {0.5, 0.0, 0.0, 1.0};
+static const float MaterialGreen[] = {0.0, 0.5, 0.0, 1.0};
+static const float MaterialBlue[] = {0.0, 0.0, 0.5, 1.0};
+static const float MaterialYellow[] = {0.7, 0.7, 0.0, 1.0};
+static const float MaterialOrange[] = {0.9, 0.45, 0.36, 1.0};
#if 0
-static float MaterialMagenta[] =
-{0.7, 0.0, 0.7, 1.0};
-static float MaterialCyan[] =
-{0.0, 0.7, 0.7, 1.0};
+static float MaterialMagenta[] = {0.7, 0.0, 0.7, 1.0};
+static float MaterialCyan[] = {0.0, 0.7, 0.7, 1.0};
#endif
-static float MaterialWhite[] =
-{0.8, 0.8, 0.8, 1.0};
-static float MaterialGray[] =
-{0.2, 0.2, 0.2, 1.0};
+static const float MaterialWhite[] = {0.8, 0.8, 0.8, 1.0};
+static const float MaterialGray[] = {0.2, 0.2, 0.2, 1.0};
+static const float MaterialGray3[] = {0.3, 0.3, 0.3, 1.0};
+static const float MaterialGray4[] = {0.4, 0.4, 0.4, 1.0};
+static const float MaterialGray5[] = {0.5, 0.5, 0.5, 1.0};
+static const float MaterialGray6[] = {0.6, 0.6, 0.6, 1.0};
+static const float MaterialGray7[] = {0.7, 0.7, 0.7, 1.0};
-static rubikstruct *rubik = NULL;
-static GLuint objects;
+static rubikstruct *rubik = (rubikstruct *) NULL;
-#define ObjCubit 0
static void
-pickcolor(char C)
+pickcolor(int C, int mono)
{
switch (C) {
- case 'R':
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
+ case TOP_FACE:
+ if (mono)
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray3);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialRed);
+ break;
+ case LEFT_FACE:
+ if (mono)
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray6);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
+ break;
+ case FRONT_FACE:
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
break;
- case 'G':
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGreen);
+ case RIGHT_FACE:
+ if (mono)
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray4);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGreen);
break;
- case 'B':
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
+ case BOTTOM_FACE:
+ if (mono)
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray7);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialOrange);
break;
- case 'Y':
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialYellow);
+ case BACK_FACE:
+ if (mono)
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray5);
+ else
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlue);
break;
#if 0
- case 'C':
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialCyan);
- break;
- case 'M':
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialMagenta);
+#endif
+ }
+}
+
+static void
+faceSizes(rubikstruct * rp, int face, int * sizeOfRow, int * sizeOfColumn)
+{
+ switch (face) {
+ case 0: /* TOP */
+ case 4: /* BOTTOM */
+ *sizeOfRow = MAXSIZEX;
+ *sizeOfColumn = MAXSIZEZ;
break;
-#else
- case 'O':
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialOrange);
+ case 1: /* LEFT */
+ case 3: /* RIGHT */
+ *sizeOfRow = MAXSIZEZ;
+ *sizeOfColumn = MAXSIZEY;
break;
- case 'W':
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialWhite);
+ case 2: /* FRONT */
+ case 5: /* BACK */
+ *sizeOfRow = MAXSIZEX;
+ *sizeOfColumn = MAXSIZEY;
break;
-#endif
}
}
-static void
-draw_cubit(ModeInfo * mi, char BACK, char FRONT, char LEFT, char RIGHT, char BOTTOM, char TOP)
+static Bool
+checkFaceSquare(rubikstruct * rp, int face)
{
- rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ int sizeOfRow, sizeOfColumn;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ return (sizeOfRow == sizeOfColumn);
+ /* Cubes can be made square with a 4x2 face where 90 degree turns
+ * should be permitted but that is kind of complicated for me.
+ * This can be done in 2 ways where the side of the cubies are
+ * the same size and one where one side (the side with half the
+ * number of cubies) is twice the size of the other. The first is
+ * complicated because faces of cubies can go under other faces.
+ * The second way is similar to "banded cubes" where scotch tape
+ * restricts the moves of some cubes. Here you have to keep track
+ * of the restrictions and show banded cubies graphically as one
+ * cube.
+ */
+}
- if (!rp->AreObjectsDefined[ObjCubit]) {
- glNewList(objects + ObjCubit, GL_COMPILE_AND_EXECUTE);
- glBegin(GL_QUADS);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
- glNormal3f(0.00, 0.00, 1.00);
- glVertex3f(-0.45, -0.45, 0.50);
- glVertex3f(0.45, -0.45, 0.50);
- glVertex3f(0.45, 0.45, 0.50);
- glVertex3f(-0.45, 0.45, 0.50);
- glNormal3f(0.00, 0.00, -1.00);
- glVertex3f(-0.45, 0.45, -0.50);
- glVertex3f(0.45, 0.45, -0.50);
- glVertex3f(0.45, -0.45, -0.50);
- glVertex3f(-0.45, -0.45, -0.50);
- glNormal3f(-1.00, 0.00, 0.00);
- glVertex3f(-0.50, -0.45, 0.45);
- glVertex3f(-0.50, 0.45, 0.45);
- glVertex3f(-0.50, 0.45, -0.45);
- glVertex3f(-0.50, -0.45, -0.45);
- glNormal3f(1.00, 0.00, 0.00);
- glVertex3f(0.50, -0.45, -0.45);
- glVertex3f(0.50, 0.45, -0.45);
- glVertex3f(0.50, 0.45, 0.45);
- glVertex3f(0.50, -0.45, 0.45);
- glNormal3f(0.00, -1.00, 0.00);
- glVertex3f(0.45, -0.50, -0.45);
- glVertex3f(0.45, -0.50, 0.45);
- glVertex3f(-0.45, -0.50, 0.45);
- glVertex3f(-0.45, -0.50, -0.45);
- glNormal3f(0.00, 1.00, 0.00);
- glVertex3f(-0.45, 0.50, -0.45);
- glVertex3f(-0.45, 0.50, 0.45);
- glVertex3f(0.45, 0.50, 0.45);
- glVertex3f(0.45, 0.50, -0.45);
- glNormal3f(-1.00, -1.00, 0.00);
- glVertex3f(-0.45, -0.50, -0.45);
- glVertex3f(-0.45, -0.50, 0.45);
- glVertex3f(-0.50, -0.45, 0.45);
- glVertex3f(-0.50, -0.45, -0.45);
- glNormal3f(1.00, 1.00, 0.00);
- glVertex3f(0.45, 0.50, -0.45);
- glVertex3f(0.45, 0.50, 0.45);
- glVertex3f(0.50, 0.45, 0.45);
- glVertex3f(0.50, 0.45, -0.45);
- glNormal3f(-1.00, 1.00, 0.00);
- glVertex3f(-0.50, 0.45, -0.45);
- glVertex3f(-0.50, 0.45, 0.45);
- glVertex3f(-0.45, 0.50, 0.45);
- glVertex3f(-0.45, 0.50, -0.45);
- glNormal3f(1.00, -1.00, 0.00);
- glVertex3f(0.50, -0.45, -0.45);
- glVertex3f(0.50, -0.45, 0.45);
- glVertex3f(0.45, -0.50, 0.45);
- glVertex3f(0.45, -0.50, -0.45);
- glNormal3f(0.00, -1.00, -1.00);
- glVertex3f(-0.45, -0.45, -0.50);
- glVertex3f(0.45, -0.45, -0.50);
- glVertex3f(0.45, -0.50, -0.45);
- glVertex3f(-0.45, -0.50, -0.45);
- glNormal3f(0.00, 1.00, 1.00);
- glVertex3f(-0.45, 0.45, 0.50);
- glVertex3f(0.45, 0.45, 0.50);
- glVertex3f(0.45, 0.50, 0.45);
- glVertex3f(-0.45, 0.50, 0.45);
- glNormal3f(0.00, -1.00, 1.00);
- glVertex3f(-0.45, -0.50, 0.45);
- glVertex3f(0.45, -0.50, 0.45);
- glVertex3f(0.45, -0.45, 0.50);
- glVertex3f(-0.45, -0.45, 0.50);
- glNormal3f(0.00, 1.00, -1.00);
- glVertex3f(-0.45, 0.50, -0.45);
- glVertex3f(0.45, 0.50, -0.45);
- glVertex3f(0.45, 0.45, -0.50);
- glVertex3f(-0.45, 0.45, -0.50);
- glNormal3f(-1.00, 0.00, -1.00);
- glVertex3f(-0.50, -0.45, -0.45);
- glVertex3f(-0.50, 0.45, -0.45);
- glVertex3f(-0.45, 0.45, -0.50);
- glVertex3f(-0.45, -0.45, -0.50);
- glNormal3f(1.00, 0.00, 1.00);
- glVertex3f(0.50, -0.45, 0.45);
- glVertex3f(0.50, 0.45, 0.45);
- glVertex3f(0.45, 0.45, 0.50);
- glVertex3f(0.45, -0.45, 0.50);
- glNormal3f(1.00, 0.00, -1.00);
- glVertex3f(0.45, -0.45, -0.50);
- glVertex3f(0.45, 0.45, -0.50);
- glVertex3f(0.50, 0.45, -0.45);
- glVertex3f(0.50, -0.45, -0.45);
- glNormal3f(-1.00, 0.00, 1.00);
- glVertex3f(-0.45, -0.45, 0.50);
- glVertex3f(-0.45, 0.45, 0.50);
- glVertex3f(-0.50, 0.45, 0.45);
- glVertex3f(-0.50, -0.45, 0.45);
- glEnd();
- glBegin(GL_TRIANGLES);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
- glNormal3f(1.00, 1.00, 1.00);
- glVertex3f(0.45, 0.45, 0.50);
- glVertex3f(0.50, 0.45, 0.45);
- glVertex3f(0.45, 0.50, 0.45);
- glNormal3f(-1.00, -1.00, -1.00);
- glVertex3f(-0.45, -0.50, -0.45);
- glVertex3f(-0.50, -0.45, -0.45);
- glVertex3f(-0.45, -0.45, -0.50);
- glNormal3f(-1.00, 1.00, 1.00);
- glVertex3f(-0.45, 0.45, 0.50);
- glVertex3f(-0.45, 0.50, 0.45);
- glVertex3f(-0.50, 0.45, 0.45);
- glNormal3f(1.00, -1.00, -1.00);
- glVertex3f(0.50, -0.45, -0.45);
- glVertex3f(0.45, -0.50, -0.45);
- glVertex3f(0.45, -0.45, -0.50);
- glNormal3f(1.00, -1.00, 1.00);
- glVertex3f(0.45, -0.45, 0.50);
- glVertex3f(0.45, -0.50, 0.45);
- glVertex3f(0.50, -0.45, 0.45);
- glNormal3f(-1.00, 1.00, -1.00);
- glVertex3f(-0.50, 0.45, -0.45);
- glVertex3f(-0.45, 0.50, -0.45);
- glVertex3f(-0.45, 0.45, -0.50);
- glNormal3f(-1.00, -1.00, 1.00);
- glVertex3f(-0.45, -0.45, 0.50);
- glVertex3f(-0.50, -0.45, 0.45);
- glVertex3f(-0.45, -0.50, 0.45);
- glNormal3f(1.00, 1.00, -1.00);
- glVertex3f(0.50, 0.45, -0.45);
- glVertex3f(0.45, 0.45, -0.50);
- glVertex3f(0.45, 0.50, -0.45);
- glEnd();
- glEndList();
- rp->AreObjectsDefined[ObjCubit] = 1;
-#ifdef DEBUG_LISTS
- (void) printf("Cubit drawn SLOWLY\n");
-#endif
- } else {
- glCallList(objects + ObjCubit);
-#ifdef DEBUG_LISTS
- (void) printf("Cubit drawn quickly\n");
-#endif
- }
+static int
+sizeFace(rubikstruct * rp, int face)
+{
+ int sizeOfRow, sizeOfColumn;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ return (sizeOfRow * sizeOfColumn);
+}
+
+static int
+sizeRow(rubikstruct * rp, int face)
+{
+ int sizeOfRow, sizeOfColumn; /* sizeOfColumn not used */
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ return sizeOfRow;
+}
+
+static Bool
+draw_stickerless_cubit(rubikstruct *rp)
+{
+ glBegin(GL_QUADS);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
+ /* Put sticker here */
+ glNormal3f(0.00, 0.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glNormal3f(0.00, 0.00, -1.00);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ glNormal3f(-1.00, 0.00, 0.00);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ glNormal3f(1.00, 0.00, 0.00);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ glNormal3f(0.00, -1.00, 0.00);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ glNormal3f(0.00, 1.00, 0.00);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+
+ /* Edges of cubit */
+ glNormal3f(-1.00, -1.00, 0.00);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ glNormal3f(1.00, 1.00, 0.00);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glNormal3f(-1.00, 1.00, 0.00);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glNormal3f(1.00, -1.00, 0.00);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glNormal3f(0.00, -1.00, -1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ glNormal3f(0.00, 1.00, 1.00);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ glNormal3f(0.00, -1.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glNormal3f(0.00, 1.00, -1.00);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ glNormal3f(-1.00, 0.00, -1.00);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ glNormal3f(1.00, 0.00, 1.00);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glNormal3f(1.00, 0.00, -1.00);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glNormal3f(-1.00, 0.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glEnd();
+ glBegin(GL_TRIANGLES);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray);
+ /* Corners of cubit */
+ glNormal3f(1.00, 1.00, 1.00);
+ glVertex3f(CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(CUBELEN, CUBEROUND, CUBEROUND);
+ glVertex3f(CUBEROUND, CUBELEN, CUBEROUND);
+ glNormal3f(-1.00, -1.00, -1.00);
+ glVertex3f(-CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBEROUND, -CUBELEN);
+ glNormal3f(-1.00, 1.00, 1.00);
+ glVertex3f(-CUBEROUND, CUBEROUND, CUBELEN);
+ glVertex3f(-CUBEROUND, CUBELEN, CUBEROUND);
+ glVertex3f(-CUBELEN, CUBEROUND, CUBEROUND);
+ glNormal3f(1.00, -1.00, -1.00);
+ glVertex3f(CUBELEN, -CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBELEN, -CUBEROUND);
+ glVertex3f(CUBEROUND, -CUBEROUND, -CUBELEN);
+ glNormal3f(1.00, -1.00, 1.00);
+ glVertex3f(CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(CUBEROUND, -CUBELEN, CUBEROUND);
+ glVertex3f(CUBELEN, -CUBEROUND, CUBEROUND);
+ glNormal3f(-1.00, 1.00, -1.00);
+ glVertex3f(-CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBELEN, -CUBEROUND);
+ glVertex3f(-CUBEROUND, CUBEROUND, -CUBELEN);
+ glNormal3f(-1.00, -1.00, 1.00);
+ glVertex3f(-CUBEROUND, -CUBEROUND, CUBELEN);
+ glVertex3f(-CUBELEN, -CUBEROUND, CUBEROUND);
+ glVertex3f(-CUBEROUND, -CUBELEN, CUBEROUND);
+ glNormal3f(1.00, 1.00, -1.00);
+ glVertex3f(CUBELEN, CUBEROUND, -CUBEROUND);
+ glVertex3f(CUBEROUND, CUBEROUND, -CUBELEN);
+ glVertex3f(CUBEROUND, CUBELEN, -CUBEROUND);
+ glEnd();
+ return True;
+}
- if (BACK != ' ') {
+static Bool
+draw_cubit(ModeInfo * mi,
+ int back, int front, int left, int right, int bottom, int top)
+{
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ int mono = MI_IS_MONO(mi);
+
+ if (!draw_stickerless_cubit(rp))
+ return False;
+ if (back != NO_FACE) {
glBegin(GL_POLYGON);
- pickcolor(BACK);
+ pickcolor(back, mono);
glNormal3f(0.00, 0.00, -1.00);
- glVertex3f(-0.35, 0.40, -0.51);
- glVertex3f(0.35, 0.40, -0.51);
- glVertex3f(0.40, 0.35, -0.51);
- glVertex3f(0.40, -0.35, -0.51);
- glVertex3f(0.35, -0.40, -0.51);
- glVertex3f(-0.35, -0.40, -0.51);
- glVertex3f(-0.40, -0.35, -0.51);
- glVertex3f(-0.40, 0.35, -0.51);
+ glVertex3f(-STICKERSHORT, STICKERLONG, -STICKERDEPTH);
+ glVertex3f(STICKERSHORT, STICKERLONG, -STICKERDEPTH);
+ glVertex3f(STICKERLONG, STICKERSHORT, -STICKERDEPTH);
+ glVertex3f(STICKERLONG, -STICKERSHORT, -STICKERDEPTH);
+ glVertex3f(STICKERSHORT, -STICKERLONG, -STICKERDEPTH);
+ glVertex3f(-STICKERSHORT, -STICKERLONG, -STICKERDEPTH);
+ glVertex3f(-STICKERLONG, -STICKERSHORT, -STICKERDEPTH);
+ glVertex3f(-STICKERLONG, STICKERSHORT, -STICKERDEPTH);
glEnd();
}
- if (FRONT != ' ') {
+ if (front != NO_FACE) {
glBegin(GL_POLYGON);
- pickcolor(FRONT);
+ pickcolor(front, mono);
glNormal3f(0.00, 0.00, 1.00);
- glVertex3f(-0.35, -0.40, 0.51);
- glVertex3f(0.35, -0.40, 0.51);
- glVertex3f(0.40, -0.35, 0.51);
- glVertex3f(0.40, 0.35, 0.51);
- glVertex3f(0.35, 0.40, 0.51);
- glVertex3f(-0.35, 0.40, 0.51);
- glVertex3f(-0.40, 0.35, 0.51);
- glVertex3f(-0.40, -0.35, 0.51);
+ glVertex3f(-STICKERSHORT, -STICKERLONG, STICKERDEPTH);
+ glVertex3f(STICKERSHORT, -STICKERLONG, STICKERDEPTH);
+ glVertex3f(STICKERLONG, -STICKERSHORT, STICKERDEPTH);
+ glVertex3f(STICKERLONG, STICKERSHORT, STICKERDEPTH);
+ glVertex3f(STICKERSHORT, STICKERLONG, STICKERDEPTH);
+ glVertex3f(-STICKERSHORT, STICKERLONG, STICKERDEPTH);
+ glVertex3f(-STICKERLONG, STICKERSHORT, STICKERDEPTH);
+ glVertex3f(-STICKERLONG, -STICKERSHORT, STICKERDEPTH);
glEnd();
}
- if (LEFT != ' ') {
+ if (left != NO_FACE) {
glBegin(GL_POLYGON);
- pickcolor(LEFT);
+ pickcolor(left, mono);
glNormal3f(-1.00, 0.00, 0.00);
- glVertex3f(-0.51, -0.35, 0.40);
- glVertex3f(-0.51, 0.35, 0.40);
- glVertex3f(-0.51, 0.40, 0.35);
- glVertex3f(-0.51, 0.40, -0.35);
- glVertex3f(-0.51, 0.35, -0.40);
- glVertex3f(-0.51, -0.35, -0.40);
- glVertex3f(-0.51, -0.40, -0.35);
- glVertex3f(-0.51, -0.40, 0.35);
+ glVertex3f(-STICKERDEPTH, -STICKERSHORT, STICKERLONG);
+ glVertex3f(-STICKERDEPTH, STICKERSHORT, STICKERLONG);
+ glVertex3f(-STICKERDEPTH, STICKERLONG, STICKERSHORT);
+ glVertex3f(-STICKERDEPTH, STICKERLONG, -STICKERSHORT);
+ glVertex3f(-STICKERDEPTH, STICKERSHORT, -STICKERLONG);
+ glVertex3f(-STICKERDEPTH, -STICKERSHORT, -STICKERLONG);
+ glVertex3f(-STICKERDEPTH, -STICKERLONG, -STICKERSHORT);
+ glVertex3f(-STICKERDEPTH, -STICKERLONG, STICKERSHORT);
glEnd();
}
- if (RIGHT != ' ') {
+ if (right != NO_FACE) {
glBegin(GL_POLYGON);
- pickcolor(RIGHT);
+ pickcolor(right, mono);
glNormal3f(1.00, 0.00, 0.00);
- glVertex3f(0.51, -0.35, -0.40);
- glVertex3f(0.51, 0.35, -0.40);
- glVertex3f(0.51, 0.40, -0.35);
- glVertex3f(0.51, 0.40, 0.35);
- glVertex3f(0.51, 0.35, 0.40);
- glVertex3f(0.51, -0.35, 0.40);
- glVertex3f(0.51, -0.40, 0.35);
- glVertex3f(0.51, -0.40, -0.35);
+ glVertex3f(STICKERDEPTH, -STICKERSHORT, -STICKERLONG);
+ glVertex3f(STICKERDEPTH, STICKERSHORT, -STICKERLONG);
+ glVertex3f(STICKERDEPTH, STICKERLONG, -STICKERSHORT);
+ glVertex3f(STICKERDEPTH, STICKERLONG, STICKERSHORT);
+ glVertex3f(STICKERDEPTH, STICKERSHORT, STICKERLONG);
+ glVertex3f(STICKERDEPTH, -STICKERSHORT, STICKERLONG);
+ glVertex3f(STICKERDEPTH, -STICKERLONG, STICKERSHORT);
+ glVertex3f(STICKERDEPTH, -STICKERLONG, -STICKERSHORT);
glEnd();
}
- if (BOTTOM != ' ') {
+ if (bottom != NO_FACE) {
glBegin(GL_POLYGON);
- pickcolor(BOTTOM);
+ pickcolor(bottom, mono);
glNormal3f(0.00, -1.00, 0.00);
- glVertex3f(0.40, -0.51, -0.35);
- glVertex3f(0.40, -0.51, 0.35);
- glVertex3f(0.35, -0.51, 0.40);
- glVertex3f(-0.35, -0.51, 0.40);
- glVertex3f(-0.40, -0.51, 0.35);
- glVertex3f(-0.40, -0.51, -0.35);
- glVertex3f(-0.35, -0.51, -0.40);
- glVertex3f(0.35, -0.51, -0.40);
+ glVertex3f(STICKERLONG, -STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(STICKERLONG, -STICKERDEPTH, STICKERSHORT);
+ glVertex3f(STICKERSHORT, -STICKERDEPTH, STICKERLONG);
+ glVertex3f(-STICKERSHORT, -STICKERDEPTH, STICKERLONG);
+ glVertex3f(-STICKERLONG, -STICKERDEPTH, STICKERSHORT);
+ glVertex3f(-STICKERLONG, -STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(-STICKERSHORT, -STICKERDEPTH, -STICKERLONG);
+ glVertex3f(STICKERSHORT, -STICKERDEPTH, -STICKERLONG);
glEnd();
}
- if (TOP != ' ') {
+ if (top != NO_FACE) {
glBegin(GL_POLYGON);
- pickcolor(TOP);
+ pickcolor(top, mono);
glNormal3f(0.00, 1.00, 0.00);
- glVertex3f(-0.40, 0.51, -0.35);
- glVertex3f(-0.40, 0.51, 0.35);
- glVertex3f(-0.35, 0.51, 0.40);
- glVertex3f(0.35, 0.51, 0.40);
- glVertex3f(0.40, 0.51, 0.35);
- glVertex3f(0.40, 0.51, -0.35);
- glVertex3f(0.35, 0.51, -0.40);
- glVertex3f(-0.35, 0.51, -0.40);
+ glVertex3f(-STICKERLONG, STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(-STICKERLONG, STICKERDEPTH, STICKERSHORT);
+ glVertex3f(-STICKERSHORT, STICKERDEPTH, STICKERLONG);
+ glVertex3f(STICKERSHORT, STICKERDEPTH, STICKERLONG);
+ glVertex3f(STICKERLONG, STICKERDEPTH, STICKERSHORT);
+ glVertex3f(STICKERLONG, STICKERDEPTH, -STICKERSHORT);
+ glVertex3f(STICKERSHORT, STICKERDEPTH, -STICKERLONG);
+ glVertex3f(-STICKERSHORT, STICKERDEPTH, -STICKERLONG);
glEnd();
}
- glEnd();
+ return True;
}
+/* Convert move to weird general notation */
static void
+convertMove(rubikstruct * rp, RubikMove move, RubikSlice * slice)
+{
+ RubikLoc plane;
+ int sizeOfRow, sizeOfColumn;
+
+ plane = rotateSlice[(int) move.face][move.direction % 2];
+ (*slice).face = plane.face;
+ (*slice).rotation = plane.rotation;
+
+ faceSizes(rp, move.face, &sizeOfRow, &sizeOfColumn);
+ if (plane.face == 1 || /* VERTICAL */
+ (plane.face == 2 && (move.face == 1 || move.face == 3))) {
+ if ((*slice).rotation == CW)
+ (*slice).depth = sizeOfRow - 1 - move.position %
+ sizeOfRow;
+ else
+ (*slice).depth = move.position % sizeOfRow;
+ } else { /* (plane.face == 0 || *//* HORIZONTAL *//*
+ (plane.face == 2 && (move.face == 0 || move.face == 4))) */
+ if ((*slice).rotation == CW)
+ (*slice).depth = sizeOfColumn - 1 - move.position /
+ sizeOfRow;
+ else
+ (*slice).depth = move.position / sizeOfRow;
+ }
+ /* If (*slice).depth = 0 then face 0, face 1, or face 2 moves */
+ if (move.direction / 2)
+ (*slice).rotation = ((*slice).rotation == CW) ? CCW : CW;
+}
+
+/* Assume the size is at least 2, or its just not challenging... */
+static Bool
draw_cube(ModeInfo * mi)
{
#define S1 1
-#define S2 (S1*2)
+#define SX ((GLint)S1*(MAXSIZEX-1))
+#define SY ((GLint)S1*(MAXSIZEY-1))
+#define SZ ((GLint)S1*(MAXSIZEZ-1))
+#define HALFX (((GLfloat)MAXSIZEX-1.0)/2.0)
+#define HALFY (((GLfloat)MAXSIZEY-1.0)/2.0)
+#define HALFZ (((GLfloat)MAXSIZEZ-1.0)/2.0)
+#define MIDX(a) (((GLfloat)(2*a-MAXSIZEX+1))/2.0)
+#define MIDY(a) (((GLfloat)(2*a-MAXSIZEY+1))/2.0)
+#define MIDZ(a) (((GLfloat)(2*a-MAXSIZEZ+1))/2.0)
+#define DRAW_CUBIT(mi,b,f,l,r,bm,t) if (!draw_cubit(mi,b,f,l,r,bm,t)) return False
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ RubikSlice slice;
+ GLfloat rotatestep;
+ int i, j, k;
- switch (rp->movement) {
- case NO_ROTATION:
- case BACK_ROTATION:
- case FRONT_ROTATION:
- glPushMatrix();
- if (rp->movement == BACK_ROTATION)
- glRotatef(-rp->rotatestep, 0, 0, 1);
- glTranslatef(-S1, -S1, -S1);
- draw_cubit(mi, F_[BACK_ROTATION][0][LAST], ' ',
- F_[LEFT_ROTATION][0][0], ' ',
- F_[BOTTOM_ROTATION][0][0], ' ');
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, F_[BACK_ROTATION][1][LAST], ' ',
- ' ', ' ',
- F_[BOTTOM_ROTATION][1][0], ' ');
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, F_[BACK_ROTATION][LAST][LAST], ' ',
- ' ', F_[RIGHT_ROTATION][LAST][0],
- F_[BOTTOM_ROTATION][LAST][0], ' ');
- glTranslatef(-S2, S1, 0);
- draw_cubit(mi, F_[BACK_ROTATION][0][1], ' ',
- F_[LEFT_ROTATION][0][1], ' ',
- ' ', ' ');
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, F_[BACK_ROTATION][1][1], ' ',
- ' ', ' ',
- ' ', ' ');
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, F_[BACK_ROTATION][LAST][1], ' ',
- ' ', F_[RIGHT_ROTATION][LAST][1],
- ' ', ' ');
- glTranslatef(-S2, S1, 0);
- draw_cubit(mi, F_[BACK_ROTATION][0][0], ' ',
- F_[LEFT_ROTATION][0][LAST], ' ',
- ' ', F_[TOP_ROTATION][0][LAST]);
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, F_[BACK_ROTATION][1][0], ' ',
- ' ', ' ',
- ' ', F_[TOP_ROTATION][1][LAST]);
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, F_[BACK_ROTATION][LAST][0], ' ',
- ' ', F_[RIGHT_ROTATION][LAST][LAST],
- ' ', F_[TOP_ROTATION][LAST][LAST]);
- glPopMatrix();
+ if (rp->movement.face == NO_FACE) {
+ slice.face = NO_FACE;
+ slice.rotation = NO_ROTATION;
+ slice.depth = NO_DEPTH;
+ } else {
+ convertMove(rp, rp->movement, &slice);
+ }
+ rotatestep = (slice.rotation == CCW) ? rp->rotatestep : -rp->rotatestep;
+
+
+/*-
+ * The glRotatef() routine transforms the coordinate system for every future
+ * vertex specification (this is not so simple, but by now comprehending this
+ * is sufficient). So if you want to rotate the inner slice, you can draw
+ * one slice, rotate the anglestep for the centerslice, draw the inner slice,
+ * rotate reversely and draw the other slice.
+ * There is a sequence for drawing cubies for each axis being moved...
+ */
+ switch (slice.face) {
+ case NO_FACE:
+ case TOP_FACE: /* BOTTOM_FACE too */
glPushMatrix();
- glTranslatef(-S1, -S1, 0);
- draw_cubit(mi, ' ', ' ',
- F_[LEFT_ROTATION][1][0], ' ',
- F_[BOTTOM_ROTATION][0][1], ' ');
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, ' ', ' ',
- ' ', ' ',
- F_[BOTTOM_ROTATION][1][1], ' ');
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, ' ', ' ',
- ' ', F_[RIGHT_ROTATION][1][0],
- F_[BOTTOM_ROTATION][LAST][1], ' ');
- glTranslatef(-S2, S1, 0);
- draw_cubit(mi, ' ', ' ',
- F_[LEFT_ROTATION][1][1], ' ',
- ' ', ' ');
- glTranslatef(2, 0, 0);
- draw_cubit(mi, ' ', ' ',
- ' ', F_[RIGHT_ROTATION][1][1],
- ' ', ' ');
- glTranslatef(-S2, S1, 0);
- draw_cubit(mi, ' ', ' ',
- F_[LEFT_ROTATION][1][LAST], ' ',
- ' ', F_[TOP_ROTATION][0][1]);
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, ' ', ' ',
- ' ', ' ',
- ' ', F_[TOP_ROTATION][1][1]);
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, ' ', ' ',
- ' ', F_[RIGHT_ROTATION][1][LAST],
- ' ', F_[TOP_ROTATION][LAST][1]);
+ if (slice.depth == MAXSIZEY - 1)
+ glRotatef(rotatestep, 0, HALFY, 0);
+
+ glTranslatef(-HALFX, -HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ }
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
glPopMatrix();
- if (rp->movement == FRONT_ROTATION)
- glRotatef(rp->rotatestep, 0, 0, 1);
- glTranslatef(-S1, -S1, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][0],
- F_[LEFT_ROTATION][LAST][0], ' ',
- F_[BOTTOM_ROTATION][0][LAST], ' ');
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][0],
- ' ', ' ',
- F_[BOTTOM_ROTATION][1][LAST], ' ');
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][0],
- ' ', F_[RIGHT_ROTATION][0][0],
- F_[BOTTOM_ROTATION][LAST][LAST], ' ');
- glTranslatef(-S2, S1, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][1],
- F_[LEFT_ROTATION][LAST][1], ' ',
- ' ', ' ');
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][1],
- ' ', ' ',
- ' ', ' ');
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][1],
- ' ', F_[RIGHT_ROTATION][0][1],
- ' ', ' ');
- glTranslatef(-S2, S1, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][LASTY],
- F_[LEFT_ROTATION][LAST][LAST], ' ',
- ' ', F_[TOP_ROTATION][0][0]);
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][LASTY],
- ' ', ' ',
- ' ', F_[TOP_ROTATION][1][0]);
- glTranslatef(S1, 0, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][LASTY],
- ' ', F_[RIGHT_ROTATION][0][LAST],
- ' ', F_[TOP_ROTATION][LAST][0]);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glPushMatrix();
+ if (slice.depth == REVY(j))
+ glRotatef(rotatestep, 0, HALFY, 0);
+ glTranslatef(-HALFX, MIDY(j), -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ /* Center */
+ glTranslatef(0, 0, SZ);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ glPopMatrix();
+ }
+ if (slice.depth == 0)
+ glRotatef(rotatestep, 0, HALFY, 0);
+
+ glTranslatef(-HALFX, HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face);
+ }
+ glTranslatef(S1, 0, -SZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, 0, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
break;
- case LEFT_ROTATION:
- case RIGHT_ROTATION:
- glPushMatrix();
- if (rp->movement == LEFT_ROTATION)
- glRotatef(-rp->rotatestep, 1, 0, 0);
- glTranslatef(-S1, -S1, -S1);
- draw_cubit(mi, F_[BACK_ROTATION][0][LAST], ' ',
- F_[LEFT_ROTATION][0][0], ' ',
- F_[BOTTOM_ROTATION][0][0], ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, F_[BACK_ROTATION][0][1], ' ',
- F_[LEFT_ROTATION][0][1], ' ',
- ' ', ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, F_[BACK_ROTATION][0][0], ' ',
- F_[LEFT_ROTATION][0][LAST], ' ',
- ' ', F_[TOP_ROTATION][0][LAST]);
- glTranslatef(0, -S2, S1);
- draw_cubit(mi, ' ', ' ',
- F_[LEFT_ROTATION][1][0], ' ',
- F_[BOTTOM_ROTATION][0][1], ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, ' ', ' ',
- F_[LEFT_ROTATION][1][1], ' ',
- ' ', ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, ' ', ' ',
- F_[LEFT_ROTATION][1][LAST], ' ',
- ' ', F_[TOP_ROTATION][0][1]);
- glTranslatef(0, -S2, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][0],
- F_[LEFT_ROTATION][LAST][0], ' ',
- F_[BOTTOM_ROTATION][0][LAST], ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][1],
- F_[LEFT_ROTATION][LAST][1], ' ',
- ' ', ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][LASTY],
- F_[LEFT_ROTATION][LAST][LAST], ' ',
- ' ', F_[TOP_ROTATION][0][0]);
- glPopMatrix();
+ case LEFT_FACE: /* RIGHT_FACE too */
+ /* rotatestep is negative because the RIGHT face is the default here */
glPushMatrix();
- glTranslatef(0, -S1, -S1);
- draw_cubit(mi, F_[BACK_ROTATION][1][LAST], ' ',
- ' ', ' ',
- F_[BOTTOM_ROTATION][1][0], ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, F_[BACK_ROTATION][1][1], ' ',
- ' ', ' ',
- ' ', ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, F_[BACK_ROTATION][1][0], ' ',
- ' ', ' ',
- ' ', F_[TOP_ROTATION][1][LAST]);
- glTranslatef(0, -S2, S1);
- draw_cubit(mi, ' ', ' ',
- ' ', ' ',
- F_[BOTTOM_ROTATION][1][1], ' ');
- glTranslatef(0, S2, 0);
- draw_cubit(mi, ' ', ' ',
- ' ', ' ',
- ' ', F_[TOP_ROTATION][1][1]);
- glTranslatef(0, -S2, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][0],
- ' ', ' ',
- F_[BOTTOM_ROTATION][1][LAST], ' ');
+ if (slice.depth == 0)
+ glRotatef(-rotatestep, HALFX, 0, 0);
+
+ glTranslatef(-HALFX, -HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
glTranslatef(0, S1, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][1],
- ' ', ' ',
- ' ', ' ');
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
glTranslatef(0, S1, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][LASTY],
- ' ', ' ',
- ' ', F_[TOP_ROTATION][1][0]);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face);
glPopMatrix();
- if (rp->movement == RIGHT_ROTATION)
- glRotatef(rp->rotatestep, 1, 0, 0);
- glTranslatef(S1, -S1, -S1);
- draw_cubit(mi, F_[BACK_ROTATION][LAST][LAST], ' ',
- ' ', F_[RIGHT_ROTATION][LAST][0],
- F_[BOTTOM_ROTATION][LAST][0], ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, F_[BACK_ROTATION][LAST][1], ' ',
- ' ', F_[RIGHT_ROTATION][LAST][1],
- ' ', ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, F_[BACK_ROTATION][LAST][0], ' ',
- ' ', F_[RIGHT_ROTATION][LAST][LAST],
- ' ', F_[TOP_ROTATION][LAST][LAST]);
- glTranslatef(0, -S2, S1);
- draw_cubit(mi, ' ', ' ',
- ' ', F_[RIGHT_ROTATION][1][0],
- F_[BOTTOM_ROTATION][LAST][1], ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, ' ', ' ',
- ' ', F_[RIGHT_ROTATION][1][1],
- ' ', ' ');
- glTranslatef(0, S1, 0);
- draw_cubit(mi, ' ', ' ',
- ' ', F_[RIGHT_ROTATION][1][LAST],
- ' ', F_[TOP_ROTATION][LAST][1]);
- glTranslatef(0, -S2, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][0],
- ' ', F_[RIGHT_ROTATION][0][0],
- F_[BOTTOM_ROTATION][LAST][LAST], ' ');
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glPushMatrix();
+ if (slice.depth == i)
+ glRotatef(-rotatestep, HALFX, 0, 0);
+ glTranslatef(MIDX(i), -HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ /* Center */
+ glTranslatef(0, SY, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face);
+ glPopMatrix();
+ }
+ if (slice.depth == MAXSIZEX - 1)
+ glRotatef(-rotatestep, HALFX, 0, 0);
+ glTranslatef(HALFX, -HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
glTranslatef(0, S1, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][1],
- ' ', F_[RIGHT_ROTATION][0][1],
- ' ', ' ');
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face);
+ }
+ glTranslatef(0, -SY, S1);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(0, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
glTranslatef(0, S1, 0);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][LASTY],
- ' ', F_[RIGHT_ROTATION][0][LAST],
- ' ', F_[TOP_ROTATION][LAST][0]);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
break;
- case BOTTOM_ROTATION:
- case TOP_ROTATION:
- glPushMatrix();
- if (rp->movement == BOTTOM_ROTATION)
- glRotatef(-rp->rotatestep, 0, 1, 0);
- glTranslatef(-S1, -S1, -S1);
- draw_cubit(mi, F_[BACK_ROTATION][0][LAST], ' ',
- F_[LEFT_ROTATION][0][0], ' ',
- F_[BOTTOM_ROTATION][0][0], ' ');
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', ' ',
- F_[LEFT_ROTATION][1][0], ' ',
- F_[BOTTOM_ROTATION][0][1], ' ');
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][0],
- F_[LEFT_ROTATION][LAST][0], ' ',
- F_[BOTTOM_ROTATION][0][LAST], ' ');
- glTranslatef(S1, 0, -S2);
- draw_cubit(mi, F_[BACK_ROTATION][1][LAST], ' ',
- ' ', ' ',
- F_[BOTTOM_ROTATION][1][0], ' ');
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', ' ',
- ' ', ' ',
- F_[BOTTOM_ROTATION][1][1], ' ');
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][0],
- ' ', ' ',
- F_[BOTTOM_ROTATION][1][LAST], ' ');
- glTranslatef(1, 0, -S2);
- draw_cubit(mi, F_[BACK_ROTATION][LAST][LAST], ' ',
- ' ', F_[RIGHT_ROTATION][LAST][0],
- F_[BOTTOM_ROTATION][LAST][0], ' ');
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', ' ',
- ' ', F_[RIGHT_ROTATION][1][0],
- F_[BOTTOM_ROTATION][LAST][1], ' ');
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][0],
- ' ', F_[RIGHT_ROTATION][0][0],
- F_[BOTTOM_ROTATION][LAST][LAST], ' ');
- glPopMatrix();
+ case FRONT_FACE: /* BACK_FACE too */
glPushMatrix();
- glTranslatef(-S1, 0, -S1);
- draw_cubit(mi, F_[BACK_ROTATION][0][1], ' ',
- F_[LEFT_ROTATION][0][1], ' ',
- ' ', ' ');
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', ' ',
- F_[LEFT_ROTATION][1][1], ' ',
- ' ', ' ');
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][1],
- F_[LEFT_ROTATION][LAST][1], ' ',
- ' ', ' ');
- glTranslatef(1, 0, -S2);
- draw_cubit(mi, F_[BACK_ROTATION][1][1], ' ',
- ' ', ' ',
- ' ', ' ');
- glTranslatef(0, 0, S2);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][1],
- ' ', ' ',
- ' ', ' ');
- glTranslatef(S1, 0, -S2);
- draw_cubit(mi, F_[BACK_ROTATION][LAST][1], ' ',
- ' ', F_[RIGHT_ROTATION][LAST][1],
- ' ', ' ');
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', ' ',
- ' ', F_[RIGHT_ROTATION][1][1],
- ' ', ' ');
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][1],
- ' ', F_[RIGHT_ROTATION][0][1],
- ' ', ' ');
+ if (slice.depth == MAXSIZEZ - 1)
+ glRotatef(rotatestep, 0, 0, HALFZ);
+
+ glTranslatef(-HALFX, -HALFY, -HALFZ);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * LASTZ].face, NO_FACE);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * LASTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * j].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * j].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][FIRSTX + MAXSIZEX * LASTY].face, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][i + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * FIRSTZ].face);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ rp->cubeLoc[BACK_FACE][LASTX + MAXSIZEX * LASTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * FIRSTZ].face);
glPopMatrix();
- if (rp->movement == TOP_ROTATION)
- glRotatef(rp->rotatestep, 0, 1, 0);
- glTranslatef(-S1, S1, -S1);
- draw_cubit(mi, F_[BACK_ROTATION][0][0], ' ',
- F_[LEFT_ROTATION][0][LAST], ' ',
- ' ', F_[TOP_ROTATION][0][LAST]);
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', ' ',
- F_[LEFT_ROTATION][1][LAST], ' ',
- ' ', F_[TOP_ROTATION][0][1]);
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][0][LASTY],
- F_[LEFT_ROTATION][LAST][LAST], ' ',
- ' ', F_[TOP_ROTATION][0][0]);
- glTranslatef(S1, 0, -S2);
- draw_cubit(mi, F_[BACK_ROTATION][1][0], ' ',
- ' ', ' ',
- ' ', F_[TOP_ROTATION][1][LAST]);
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', ' ',
- ' ', ' ',
- ' ', F_[TOP_ROTATION][1][1]);
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][1][LASTY],
- ' ', ' ',
- ' ', F_[TOP_ROTATION][1][0]);
- glTranslatef(S1, 0, -S2);
- draw_cubit(mi, F_[BACK_ROTATION][LAST][0], ' ',
- ' ', F_[RIGHT_ROTATION][LAST][LAST],
- ' ', F_[TOP_ROTATION][LAST][LAST]);
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', ' ',
- ' ', F_[RIGHT_ROTATION][1][LAST],
- ' ', F_[TOP_ROTATION][LAST][1]);
- glTranslatef(0, 0, S1);
- draw_cubit(mi, ' ', F_[FRONT_ROTATION][LASTX][LASTY],
- ' ', F_[RIGHT_ROTATION][0][LAST],
- ' ', F_[TOP_ROTATION][LAST][0]);
+ for (k = 1; k < MAXSIZEZ - 1; k++) {
+ glPushMatrix();
+ if (slice.depth == REVZ(k))
+ glRotatef(rotatestep, 0, 0, HALFZ);
+ glTranslatef(-HALFX, -HALFY, MIDZ(k));
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * REVZ(k)].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ /* Center */
+ glTranslatef(SX, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[LEFT_FACE][k + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * k].face);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * k].face);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][REVZ(k) + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * k].face);
+ glPopMatrix();
+ }
+ if (slice.depth == 0)
+ glRotatef(rotatestep, 0, 0, HALFZ);
+ glTranslatef(-HALFX, -HALFY, HALFZ);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * LASTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * LASTY].face, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][FIRSTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * LASTY].face,
+ NO_FACE, NO_FACE,
+ rp->cubeLoc[BOTTOM_FACE][i + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * LASTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * LASTY].face,
+ rp->cubeLoc[BOTTOM_FACE][LASTX + MAXSIZEX * FIRSTZ].face, NO_FACE);
+ for (j = 1; j < MAXSIZEY - 1; j++) {
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * REVY(j)].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * REVY(j)].face, NO_FACE,
+ NO_FACE, NO_FACE);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * REVY(j)].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * REVY(j)].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * REVY(j)].face,
+ NO_FACE, NO_FACE);
+ }
+ glTranslatef(-SX, S1, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][FIRSTX + MAXSIZEX * FIRSTY].face,
+ rp->cubeLoc[LEFT_FACE][LASTZ + MAXSIZEZ * FIRSTY].face, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][FIRSTX + MAXSIZEX * LASTZ].face);
+ for (i = 1; i < MAXSIZEX - 1; i++) {
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][i + MAXSIZEX * FIRSTY].face,
+ NO_FACE, NO_FACE,
+ NO_FACE, rp->cubeLoc[TOP_FACE][i + MAXSIZEX * LASTZ].face);
+ }
+ glTranslatef(S1, 0, 0);
+ DRAW_CUBIT(mi,
+ NO_FACE, rp->cubeLoc[FRONT_FACE][LASTX + MAXSIZEX * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[RIGHT_FACE][FIRSTZ + MAXSIZEZ * FIRSTY].face,
+ NO_FACE, rp->cubeLoc[TOP_FACE][LASTX + MAXSIZEX * LASTZ].face);
break;
}
+ return True;
#undef S1
-#undef S2
}
+/* From David Bagley's xrubik. Used by permission. ;) */
static void
-evalmovement(ModeInfo * mi, int face, char orient)
+readRC(rubikstruct * rp, int face, int dir, int h, int orient, int size)
{
- rubikstruct *rp = &rubik[MI_SCREEN(mi)];
- char T1, T2, T3;
+ int g, sizeOfRow;
+
+ sizeOfRow = sizeRow(rp, face);
+ if (dir == TOP || dir == BOTTOM)
+ for (g = 0; g < size; g++)
+ rp->rowLoc[orient][g] =
+ rp->cubeLoc[face][g * sizeOfRow + h];
+ else /* dir == RIGHT || dir == LEFT */
+ for (g = 0; g < size; g++)
+ rp->rowLoc[orient][g] =
+ rp->cubeLoc[face][h * sizeOfRow + g];
+}
- if (face < 0 || face > 5)
- return;
+static void
+rotateRC(rubikstruct * rp, int rotate, int orient, int size)
+{
+ int g;
- if (orient == CLOCK_WISE) {
- T1 = F_[face][0][LAST];
- T2 = F_[face][1][LAST];
- F_[face][0][LAST] = F_[face][0][0];
- F_[face][1][LAST] = F_[face][0][1];
- F_[face][0][0] = F_[face][LAST][0];
- F_[face][0][1] = F_[face][1][0];
- F_[face][1][0] = F_[face][LAST][1];
- F_[face][LAST][0] = F_[face][LAST][LAST];
- F_[face][LAST][LAST] = T1; /* F_[face][0][LAST]; */
- F_[face][LAST][1] = T2; /* F_[face][1][LAST]; */
- } else {
- T1 = F_[face][0][0];
- T2 = F_[face][0][1];
- F_[face][0][0] = F_[face][0][LAST];
- F_[face][0][1] = F_[face][1][LAST];
- F_[face][0][LAST] = F_[face][LAST][LAST];
- F_[face][1][LAST] = F_[face][LAST][1];
- F_[face][LAST][1] = F_[face][1][0];
- F_[face][LAST][LAST] = F_[face][LAST][0];
- F_[face][1][0] = T2; /* F_[face][0][1]; */
- F_[face][LAST][0] = T1; /* F_[face][0][0]; */
+ for (g = 0; g < size; g++)
+ rp->rowLoc[orient][g].rotation =
+ (rp->rowLoc[orient][g].rotation + rotate) % MAXORIENT;
+}
+
+static void
+reverseRC(rubikstruct * rp, int orient, int size)
+{
+ int g;
+ RubikLoc temp;
+
+ for (g = 0; g < size / 2; g++) {
+ temp = rp->rowLoc[orient][size - 1 - g];
+ rp->rowLoc[orient][size - 1 - g] = rp->rowLoc[orient][g];
+ rp->rowLoc[orient][g] = temp;
}
+}
- switch (face) {
- case BACK_ROTATION:
- if (orient == CLOCK_WISE) {
- T1 = F_[BOTTOM_ROTATION][0][0];
- T2 = F_[BOTTOM_ROTATION][1][0];
- T3 = F_[BOTTOM_ROTATION][LAST][0];
- F_[BOTTOM_ROTATION][0][0] = F_[LEFT_ROTATION][0][LAST];
- F_[BOTTOM_ROTATION][1][0] = F_[LEFT_ROTATION][0][1];
- F_[BOTTOM_ROTATION][LAST][0] = F_[LEFT_ROTATION][0][0];
- F_[LEFT_ROTATION][0][0] = F_[TOP_ROTATION][0][LAST];
- F_[LEFT_ROTATION][0][1] = F_[TOP_ROTATION][1][LAST];
- F_[LEFT_ROTATION][0][LAST] = F_[TOP_ROTATION][LAST][LAST];
- F_[TOP_ROTATION][0][LAST] = F_[RIGHT_ROTATION][LAST][LAST];
- F_[TOP_ROTATION][1][LAST] = F_[RIGHT_ROTATION][LAST][1];
- F_[TOP_ROTATION][LAST][LAST] = F_[RIGHT_ROTATION][LAST][0];
- F_[RIGHT_ROTATION][LAST][0] = T1; /* F_[BOTTOM_ROTATION][0][0]; */
- F_[RIGHT_ROTATION][LAST][1] = T2; /* F_[BOTTOM_ROTATION][1][0]; */
- F_[RIGHT_ROTATION][LAST][LAST] = T3; /* F_[BOTTOM_ROTATION][LAST][0]; */
- } else {
- T1 = F_[LEFT_ROTATION][0][LAST];
- T2 = F_[LEFT_ROTATION][0][1];
- T3 = F_[LEFT_ROTATION][0][0];
- F_[LEFT_ROTATION][0][LAST] = F_[BOTTOM_ROTATION][0][0];
- F_[LEFT_ROTATION][0][1] = F_[BOTTOM_ROTATION][1][0];
- F_[LEFT_ROTATION][0][0] = F_[BOTTOM_ROTATION][LAST][0];
- F_[BOTTOM_ROTATION][0][0] = F_[RIGHT_ROTATION][LAST][0];
- F_[BOTTOM_ROTATION][1][0] = F_[RIGHT_ROTATION][LAST][1];
- F_[BOTTOM_ROTATION][LAST][0] = F_[RIGHT_ROTATION][LAST][LAST];
- F_[RIGHT_ROTATION][LAST][LAST] = F_[TOP_ROTATION][0][LAST];
- F_[RIGHT_ROTATION][LAST][1] = F_[TOP_ROTATION][1][LAST];
- F_[RIGHT_ROTATION][LAST][0] = F_[TOP_ROTATION][LAST][LAST];
- F_[TOP_ROTATION][0][LAST] = T3; /* F_[LEFT_ROTATION][0][0]; */
- F_[TOP_ROTATION][1][LAST] = T2; /* F_[LEFT_ROTATION][0][1]; */
- F_[TOP_ROTATION][LAST][LAST] = T1; /* F_[LEFT_ROTATION][0][LAST]; */
- }
- break;
- case FRONT_ROTATION:
- if (orient == CLOCK_WISE) {
- T1 = F_[RIGHT_ROTATION][0][LAST];
- T2 = F_[RIGHT_ROTATION][0][1];
- T3 = F_[RIGHT_ROTATION][0][0];
- F_[RIGHT_ROTATION][0][LAST] = F_[TOP_ROTATION][0][0];
- F_[RIGHT_ROTATION][0][1] = F_[TOP_ROTATION][1][0];
- F_[RIGHT_ROTATION][0][0] = F_[TOP_ROTATION][LAST][0];
- F_[TOP_ROTATION][0][0] = F_[LEFT_ROTATION][LAST][0];
- F_[TOP_ROTATION][1][0] = F_[LEFT_ROTATION][LAST][1];
- F_[TOP_ROTATION][LAST][0] = F_[LEFT_ROTATION][LAST][LAST];
- F_[LEFT_ROTATION][LAST][LAST] = F_[BOTTOM_ROTATION][0][LAST];
- F_[LEFT_ROTATION][LAST][1] = F_[BOTTOM_ROTATION][1][LAST];
- F_[LEFT_ROTATION][LAST][0] = F_[BOTTOM_ROTATION][LAST][LAST];
- F_[BOTTOM_ROTATION][0][LAST] = T3; /* F_[RIGHT_ROTATION][0][0]; */
- F_[BOTTOM_ROTATION][1][LAST] = T2; /* F_[RIGHT_ROTATION][0][1]; */
- F_[BOTTOM_ROTATION][LAST][LAST] = T1; /* F_[RIGHT_ROTATION][0][LAST]; */
- } else {
- T1 = F_[TOP_ROTATION][0][0];
- T2 = F_[TOP_ROTATION][1][0];
- T3 = F_[TOP_ROTATION][LAST][0];
- F_[TOP_ROTATION][0][0] = F_[RIGHT_ROTATION][0][LAST];
- F_[TOP_ROTATION][1][0] = F_[RIGHT_ROTATION][0][1];
- F_[TOP_ROTATION][LAST][0] = F_[RIGHT_ROTATION][0][0];
- F_[RIGHT_ROTATION][0][0] = F_[BOTTOM_ROTATION][0][LAST];
- F_[RIGHT_ROTATION][0][1] = F_[BOTTOM_ROTATION][1][LAST];
- F_[RIGHT_ROTATION][0][LAST] = F_[BOTTOM_ROTATION][LAST][LAST];
- F_[BOTTOM_ROTATION][0][LAST] = F_[LEFT_ROTATION][LAST][LAST];
- F_[BOTTOM_ROTATION][1][LAST] = F_[LEFT_ROTATION][LAST][1];
- F_[BOTTOM_ROTATION][LAST][LAST] = F_[LEFT_ROTATION][LAST][0];
- F_[LEFT_ROTATION][LAST][0] = T1; /* F_[TOP_ROTATION][0][0]; */
- F_[LEFT_ROTATION][LAST][1] = T2; /* F_[TOP_ROTATION][1][0]; */
- F_[LEFT_ROTATION][LAST][LAST] = T3; /* F_[TOP_ROTATION][LAST][0]; */
- }
- break;
- case LEFT_ROTATION:
- if (orient == CLOCK_WISE) {
- T1 = F_[TOP_ROTATION][0][0];
- T2 = F_[TOP_ROTATION][0][1];
- T3 = F_[TOP_ROTATION][0][LAST];
- F_[TOP_ROTATION][0][0] = F_[BACK_ROTATION][0][0];
- F_[TOP_ROTATION][0][1] = F_[BACK_ROTATION][0][1];
- F_[TOP_ROTATION][0][LAST] = F_[BACK_ROTATION][0][LAST];
- F_[BACK_ROTATION][0][0] = F_[BOTTOM_ROTATION][0][0];
- F_[BACK_ROTATION][0][1] = F_[BOTTOM_ROTATION][0][1];
- F_[BACK_ROTATION][0][LAST] = F_[BOTTOM_ROTATION][0][LAST];
- F_[BOTTOM_ROTATION][0][0] = F_[FRONT_ROTATION][0][0];
- F_[BOTTOM_ROTATION][0][1] = F_[FRONT_ROTATION][0][1];
- F_[BOTTOM_ROTATION][0][LAST] = F_[FRONT_ROTATION][0][LASTY];
- F_[FRONT_ROTATION][0][0] = T1; /* F_[TOP_ROTATION][0][0]; */
- F_[FRONT_ROTATION][0][1] = T2; /* F_[TOP_ROTATION][0][1]; */
- F_[FRONT_ROTATION][0][LASTY] = T3; /* F_[TOP_ROTATION][0][LAST]; */
- } else {
- T1 = F_[BACK_ROTATION][0][0];
- T2 = F_[BACK_ROTATION][0][1];
- T3 = F_[BACK_ROTATION][0][LAST];
- F_[BACK_ROTATION][0][0] = F_[TOP_ROTATION][0][0];
- F_[BACK_ROTATION][0][1] = F_[TOP_ROTATION][0][1];
- F_[BACK_ROTATION][0][LAST] = F_[TOP_ROTATION][0][LAST];
- F_[TOP_ROTATION][0][0] = F_[FRONT_ROTATION][0][0];
- F_[TOP_ROTATION][0][1] = F_[FRONT_ROTATION][0][1];
- F_[TOP_ROTATION][0][LAST] = F_[FRONT_ROTATION][0][LASTY];
- F_[FRONT_ROTATION][0][0] = F_[BOTTOM_ROTATION][0][0];
- F_[FRONT_ROTATION][0][1] = F_[BOTTOM_ROTATION][0][1];
- F_[FRONT_ROTATION][0][LASTY] = F_[BOTTOM_ROTATION][0][LAST];
- F_[BOTTOM_ROTATION][0][0] = T1; /* F_[BACK_ROTATION][0][0]; */
- F_[BOTTOM_ROTATION][0][1] = T2; /* F_[BACK_ROTATION][0][1]; */
- F_[BOTTOM_ROTATION][0][LAST] = T3; /* F_[BACK_ROTATION][0][LAST]; */
- }
+static void
+writeRC(rubikstruct * rp, int face, int dir, int h, int orient, int size)
+{
+ int g, position, sizeOfRow;
+
+ sizeOfRow = sizeRow(rp, face);
+ if (dir == TOP || dir == BOTTOM) {
+ for (g = 0; g < size; g++) {
+ position = g * sizeOfRow + h;
+ rp->cubeLoc[face][position] = rp->rowLoc[orient][g];
+ /* DrawSquare(face, position); */
+ }
+ } else { /* dir == RIGHT || dir == LEFT */
+ for (g = 0; g < size; g++) {
+ position = h * sizeOfRow + g;
+ rp->cubeLoc[face][position] = rp->rowLoc[orient][g];
+ /* DrawSquare(face, position); */
+ }
+ }
+}
+
+static Bool
+rotateFace(rubikstruct * rp, int face, int direction)
+{
+ int position, i, j, sizeOfRow, sizeOfColumn, sizeOnPlane;
+ RubikLoc *faceLoc;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ sizeOnPlane = sizeOfRow * sizeOfColumn;
+ if ((faceLoc = (RubikLoc *) malloc(sizeOnPlane *
+ sizeof (RubikLoc))) == NULL) {
+ return False;
+ }
+ /* Read Face */
+ for (position = 0; position < sizeOnPlane; position++)
+ faceLoc[position] = rp->cubeLoc[face][position];
+ /* Write Face */
+ for (position = 0; position < sizeOnPlane; position++) {
+ i = position % sizeOfRow;
+ j = position / sizeOfRow;
+ if (direction == CW)
+ rp->cubeLoc[face][position] =
+ faceLoc[(sizeOfRow - i - 1) * sizeOfRow + j];
+ else if (direction == CCW)
+ rp->cubeLoc[face][position] =
+ faceLoc[i * sizeOfRow + sizeOfColumn - j - 1];
+ else /* (direction == HALF) */
+ rp->cubeLoc[face][position] =
+ faceLoc[sizeOfRow - i - 1 + (sizeOfColumn - j - 1) * sizeOfRow];
+ rp->cubeLoc[face][position].rotation =
+ (rp->cubeLoc[face][position].rotation +
+ direction - MAXORIENT) % MAXORIENT;
+ /* DrawSquare(face, position); */
+ }
+ if (faceLoc != NULL)
+ (void) free((void *) faceLoc);
+ return True;
+}
+
+/* Yeah this is big and ugly */
+static void
+slideRC(int face, int direction, int h, int sizeOnOppAxis,
+ int *newFace, int *newDirection, int *newH,
+ int *rotate, Bool *reverse)
+{
+ *newFace = slideNextRow[face][direction].face;
+ *rotate = slideNextRow[face][direction].rotation;
+ *newDirection = (*rotate + direction) % MAXORIENT;
+ switch (*rotate) {
+ case TOP:
+ *newH = h;
+ *reverse = False;
break;
- case RIGHT_ROTATION:
- if (orient == CLOCK_WISE) {
- T1 = F_[TOP_ROTATION][LAST][0];
- T2 = F_[TOP_ROTATION][LAST][1];
- T3 = F_[TOP_ROTATION][LAST][LAST];
- F_[TOP_ROTATION][LAST][0] = F_[FRONT_ROTATION][LASTX][0];
- F_[TOP_ROTATION][LAST][1] = F_[FRONT_ROTATION][LASTX][1];
- F_[TOP_ROTATION][LAST][LAST] = F_[FRONT_ROTATION][LASTX][LASTY];
- F_[FRONT_ROTATION][LASTX][0] = F_[BOTTOM_ROTATION][LAST][0];
- F_[FRONT_ROTATION][LASTX][1] = F_[BOTTOM_ROTATION][LAST][1];
- F_[FRONT_ROTATION][LASTX][LASTY] = F_[BOTTOM_ROTATION][LAST][LAST];
- F_[BOTTOM_ROTATION][LAST][0] = F_[BACK_ROTATION][LAST][0];
- F_[BOTTOM_ROTATION][LAST][1] = F_[BACK_ROTATION][LAST][1];
- F_[BOTTOM_ROTATION][LAST][LAST] = F_[BACK_ROTATION][LAST][LAST];
- F_[BACK_ROTATION][LAST][0] = T1; /* F_[TOP_ROTATION][LAST][0]; */
- F_[BACK_ROTATION][LAST][1] = T2; /* F_[TOP_ROTATION][LAST][1]; */
- F_[BACK_ROTATION][LAST][LAST] = T3; /* F_[TOP_ROTATION][LAST][LAST]; */
- } else {
- T1 = F_[FRONT_ROTATION][LASTX][0];
- T2 = F_[FRONT_ROTATION][LASTX][1];
- T3 = F_[FRONT_ROTATION][LASTX][LASTY];
- F_[FRONT_ROTATION][LASTX][0] = F_[TOP_ROTATION][LAST][0];
- F_[FRONT_ROTATION][LASTX][1] = F_[TOP_ROTATION][LAST][1];
- F_[FRONT_ROTATION][LASTX][LASTY] = F_[TOP_ROTATION][LAST][LAST];
- F_[TOP_ROTATION][LAST][0] = F_[BACK_ROTATION][LAST][0];
- F_[TOP_ROTATION][LAST][1] = F_[BACK_ROTATION][LAST][1];
- F_[TOP_ROTATION][LAST][LAST] = F_[BACK_ROTATION][LAST][LAST];
- F_[BACK_ROTATION][LAST][0] = F_[BOTTOM_ROTATION][LAST][0];
- F_[BACK_ROTATION][LAST][1] = F_[BOTTOM_ROTATION][LAST][1];
- F_[BACK_ROTATION][LAST][LAST] = F_[BOTTOM_ROTATION][LAST][LAST];
- F_[BOTTOM_ROTATION][LAST][0] = T1; /* F_[FRONT_ROTATION][LASTX][0]; */
- F_[BOTTOM_ROTATION][LAST][1] = T2; /* F_[FRONT_ROTATION][LASTX][1]; */
- F_[BOTTOM_ROTATION][LAST][LAST] = T3; /* F_[FRONT_ROTATION][LASTX][LASTY]; */
+ case RIGHT:
+ if (*newDirection == TOP || *newDirection == BOTTOM) {
+ *newH = sizeOnOppAxis - 1 - h;
+ *reverse = False;
+ } else { /* *newDirection == RIGHT || *newDirection == LEFT */
+ *newH = h;
+ *reverse = True;
}
+ break;
+ case BOTTOM:
+ *newH = sizeOnOppAxis - 1 - h;
+ *reverse = True;
break;
- case BOTTOM_ROTATION:
- if (orient == CLOCK_WISE) {
- T1 = F_[FRONT_ROTATION][0][0];
- T2 = F_[FRONT_ROTATION][1][0];
- T3 = F_[FRONT_ROTATION][LASTX][0];
- F_[FRONT_ROTATION][0][0] = F_[LEFT_ROTATION][0][0];
- F_[FRONT_ROTATION][1][0] = F_[LEFT_ROTATION][1][0];
- F_[FRONT_ROTATION][LASTX][0] = F_[LEFT_ROTATION][LAST][0];
- F_[LEFT_ROTATION][0][0] = F_[BACK_ROTATION][LAST][LAST];
- F_[LEFT_ROTATION][1][0] = F_[BACK_ROTATION][1][LAST];
- F_[LEFT_ROTATION][LAST][0] = F_[BACK_ROTATION][0][LAST];
- F_[BACK_ROTATION][LAST][LAST] = F_[RIGHT_ROTATION][0][0];
- F_[BACK_ROTATION][1][LAST] = F_[RIGHT_ROTATION][1][0];
- F_[BACK_ROTATION][0][LAST] = F_[RIGHT_ROTATION][LAST][0];
- F_[RIGHT_ROTATION][0][0] = T1; /* F_[FRONT_ROTATION][0][0]; */
- F_[RIGHT_ROTATION][1][0] = T2; /* F_[FRONT_ROTATION][1][0]; */
- F_[RIGHT_ROTATION][LAST][0] = T3; /* F_[FRONT_ROTATION][LASTX][0]; */
- } else {
- T1 = F_[BACK_ROTATION][LAST][LAST];
- T2 = F_[BACK_ROTATION][1][LAST];
- T3 = F_[BACK_ROTATION][0][LAST];
- F_[BACK_ROTATION][LAST][LAST] = F_[LEFT_ROTATION][0][0];
- F_[BACK_ROTATION][1][LAST] = F_[LEFT_ROTATION][1][0];
- F_[BACK_ROTATION][0][LAST] = F_[LEFT_ROTATION][LAST][0];
- F_[LEFT_ROTATION][0][0] = F_[FRONT_ROTATION][0][0];
- F_[LEFT_ROTATION][1][0] = F_[FRONT_ROTATION][1][0];
- F_[LEFT_ROTATION][LAST][0] = F_[FRONT_ROTATION][LASTX][0];
- F_[FRONT_ROTATION][0][0] = F_[RIGHT_ROTATION][0][0];
- F_[FRONT_ROTATION][1][0] = F_[RIGHT_ROTATION][1][0];
- F_[FRONT_ROTATION][LASTX][0] = F_[RIGHT_ROTATION][LAST][0];
- F_[RIGHT_ROTATION][0][0] = T1; /* F_[BACK_ROTATION][LAST][LAST]; */
- F_[RIGHT_ROTATION][1][0] = T2; /* F_[BACK_ROTATION][1][LAST]; */
- F_[RIGHT_ROTATION][LAST][0] = T3; /* F_[BACK_ROTATION][0][LAST]; */
+ case LEFT:
+ if (*newDirection == TOP || *newDirection == BOTTOM) {
+ *newH = h;
+ *reverse = True;
+ } else { /* *newDirection == RIGHT || *newDirection == LEFT */
+ *newH = sizeOnOppAxis - 1 - h;
+ *reverse = False;
}
break;
- case TOP_ROTATION:
- if (orient == CLOCK_WISE) {
- T1 = F_[BACK_ROTATION][0][0];
- T2 = F_[BACK_ROTATION][1][0];
- T3 = F_[BACK_ROTATION][LAST][0];
- F_[BACK_ROTATION][0][0] = F_[LEFT_ROTATION][LAST][LAST];
- F_[BACK_ROTATION][1][0] = F_[LEFT_ROTATION][1][LAST];
- F_[BACK_ROTATION][LAST][0] = F_[LEFT_ROTATION][0][LAST];
- F_[LEFT_ROTATION][LAST][LAST] = F_[FRONT_ROTATION][LASTX][LASTY];
- F_[LEFT_ROTATION][1][LAST] = F_[FRONT_ROTATION][1][LASTY];
- F_[LEFT_ROTATION][0][LAST] = F_[FRONT_ROTATION][0][LASTY];
- F_[FRONT_ROTATION][LASTX][LASTY] = F_[RIGHT_ROTATION][LAST][LAST];
- F_[FRONT_ROTATION][1][LASTY] = F_[RIGHT_ROTATION][1][LAST];
- F_[FRONT_ROTATION][0][LASTY] = F_[RIGHT_ROTATION][0][LAST];
- F_[RIGHT_ROTATION][LAST][LAST] = T1; /* F_[BACK_ROTATION][0][0]; */
- F_[RIGHT_ROTATION][1][LAST] = T2; /* F_[BACK_ROTATION][1][0]; */
- F_[RIGHT_ROTATION][0][LAST] = T3; /* F_[BACK_ROTATION][LAST][0]; */
- } else {
- T1 = F_[RIGHT_ROTATION][LAST][LAST];
- T2 = F_[RIGHT_ROTATION][1][LAST];
- T3 = F_[RIGHT_ROTATION][0][LAST];
- F_[RIGHT_ROTATION][LAST][LAST] = F_[FRONT_ROTATION][LASTX][LASTY];
- F_[RIGHT_ROTATION][1][LAST] = F_[FRONT_ROTATION][1][LASTY];
- F_[RIGHT_ROTATION][0][LAST] = F_[FRONT_ROTATION][0][LASTY];
- F_[FRONT_ROTATION][LASTX][LASTY] = F_[LEFT_ROTATION][LAST][LAST];
- F_[FRONT_ROTATION][1][LASTY] = F_[LEFT_ROTATION][1][LAST];
- F_[FRONT_ROTATION][0][LASTY] = F_[LEFT_ROTATION][0][LAST];
- F_[LEFT_ROTATION][LAST][LAST] = F_[BACK_ROTATION][0][0];
- F_[LEFT_ROTATION][1][LAST] = F_[BACK_ROTATION][1][0];
- F_[LEFT_ROTATION][0][LAST] = F_[BACK_ROTATION][LAST][0];
- F_[BACK_ROTATION][0][0] = T1; /* F_[RIGHT_ROTATION][LAST][LAST]; */
- F_[BACK_ROTATION][1][0] = T2; /* F_[RIGHT_ROTATION][1][LAST]; */
- F_[BACK_ROTATION][LAST][0] = T3; /* F_[RIGHT_ROTATION][0][LAST]; */
+ default:
+ (void) printf("slideRC: rotate %d\n", *rotate);
+ *newH = 0;
+ *reverse = False;
+ }
+}
+
+static Bool
+moveRubik(rubikstruct * rp, int face, int direction, int position)
+{
+ int newFace, newDirection, rotate, reverse;
+ int h, k, newH;
+ int i, j, sizeOfRow, sizeOfColumn, sizeOnAxis, sizeOnOppAxis;
+
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ if (direction == CW || direction == CCW) {
+ direction = (direction == CCW) ?
+ (rotateToRow[face].direction + 2) % MAXORIENT :
+ rotateToRow[face].direction;
+ if (rotateToRow[face].sideFace == RIGHT) {
+ i = j = sizeOfColumn - 1;
+ } else if (rotateToRow[face].sideFace == BOTTOM) {
+ i = j = sizeOfRow - 1;
+ } else {
+ i = j = 0;
+ }
+ face = rotateToRow[face].face;
+ position = j * sizeOfRow + i;
+ }
+ i = position % sizeOfRow;
+ j = position / sizeOfRow;
+ h = (direction == TOP || direction == BOTTOM) ? i : j;
+ if (direction == TOP || direction == BOTTOM) {
+ sizeOnAxis = sizeOfColumn;
+ sizeOnOppAxis = sizeOfRow;
+ } else {
+ sizeOnAxis = sizeOfRow;
+ sizeOnOppAxis = sizeOfColumn;
+ }
+ /* rotate sides CW or CCW or HALF) */
+
+ if (h == sizeOnOppAxis - 1) {
+ newDirection = (direction == TOP || direction == BOTTOM) ?
+ TOP : RIGHT;
+ if (rp->degreeTurn == 180) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], HALF))
+ return False;
+ } else if (direction == TOP || direction == RIGHT) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CW))
+ return False;
+ } else { /* direction == BOTTOM || direction == LEFT */
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CCW))
+ return False;
+ }
+ }
+ if (h == 0) {
+ newDirection = (direction == TOP || direction == BOTTOM) ?
+ BOTTOM : LEFT;
+ if (rp->degreeTurn == 180) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], HALF))
+ return False;
+ } else if (direction == TOP || direction == RIGHT) {
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CCW))
+ return False;
+ } else { /* direction == BOTTOM || direction == LEFT */
+ if (!rotateFace(rp, rowToRotate[face][newDirection], CW))
+ return False;
+ }
+ }
+ /* Slide rows or columns */
+ readRC(rp, face, direction, h, 0, sizeOnAxis);
+ if (rp->degreeTurn == 180) {
+ int sizeOnDepthAxis;
+
+ slideRC(face, direction, h, sizeOnOppAxis,
+ &newFace, &newDirection, &newH, &rotate, &reverse);
+ sizeOnDepthAxis = sizeFace(rp, newFace) / sizeOnOppAxis;
+ readRC(rp, newFace, newDirection, newH, 1, sizeOnDepthAxis);
+ rotateRC(rp, rotate, 0, sizeOnAxis);
+ if (reverse == True)
+ reverseRC(rp, 0, sizeOnAxis);
+ face = newFace;
+ direction = newDirection;
+ h = newH;
+ for (k = 2; k <= MAXORIENT + 1; k++) {
+ slideRC(face, direction, h, sizeOnOppAxis,
+ &newFace, &newDirection, &newH, &rotate, &reverse);
+ if (k != MAXORIENT && k != MAXORIENT + 1)
+ readRC(rp, newFace, newDirection, newH, k,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ rotateRC(rp, rotate, k - 2,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ if (k != MAXORIENT + 1)
+ rotateRC(rp, rotate, k - 1,
+ (k % 2) ? sizeOnAxis : sizeOnDepthAxis);
+ if (reverse == True) {
+ reverseRC(rp, k - 2,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ if (k != MAXORIENT + 1)
+ reverseRC(rp, k - 1,
+ (k % 2) ? sizeOnAxis : sizeOnDepthAxis);
}
- break;
+ writeRC(rp, newFace, newDirection, newH, k - 2,
+ (k % 2) ? sizeOnDepthAxis : sizeOnAxis);
+ face = newFace;
+ direction = newDirection;
+ h = newH;
+ }
+ } else {
+ for (k = 1; k <= MAXORIENT; k++) {
+ slideRC(face, direction, h, sizeOnOppAxis,
+ &newFace, &newDirection, &newH, &rotate, &reverse);
+ if (k != MAXORIENT)
+ readRC(rp, newFace, newDirection, newH, k, sizeOnAxis);
+ rotateRC(rp, rotate, k - 1, sizeOnAxis);
+ if (reverse == True)
+ reverseRC(rp, k - 1, sizeOnAxis);
+ writeRC(rp, newFace, newDirection, newH, k - 1, sizeOnAxis);
+ face = newFace;
+ direction = newDirection;
+ h = newH;
+ }
+ }
+ return True;
+}
+
+#ifdef DEBUG
+void
+printCube(rubikstruct * rp)
+{
+ int face, position, sizeOfRow, sizeOfColumn;
+
+ for (face = 0; face < MAXFACES; face++) {
+ faceSizes(rp, face, &sizeOfRow, &sizeOfColumn);
+ for (position = 0; position < sizeOfRow * sizeOfColumn; position++) {
+ (void) printf("%d %d ", rp->cubeLoc[face][position].face,
+ rp->cubeLoc[face][position].rotation);
+ if (!((position + 1) % sizeOfRow))
+ (void) printf("\n");
+ }
+ (void) printf("\n");
}
+ (void) printf("\n");
}
-static void
-shuffle(ModeInfo * mi)
+#endif
+
+static Bool
+evalmovement(ModeInfo * mi, RubikMove movement)
{
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
- int i, mov, ori;
- memset(F_[TOP_ROTATION], 'R', MAXSIZEXZ);
- memset(F_[LEFT_ROTATION], 'Y', MAXSIZEZY);
- memset(F_[FRONT_ROTATION], 'W', MAXSIZEXY);
- memset(F_[RIGHT_ROTATION], 'G', MAXSIZEZY);
- memset(F_[BOTTOM_ROTATION], 'O', MAXSIZEXZ);
- memset(F_[BACK_ROTATION], 'B', MAXSIZEXY);
+#ifdef DEBUG
+ printCube(rp);
+#endif
+ if (movement.face < 0 || movement.face >= MAXFACES)
+ return True;
+ if (!moveRubik(rp, movement.face, movement.direction, movement.position))
+ return False;
+ return True;
+}
+
+static Bool
+compare_moves(rubikstruct * rp, RubikMove move1, RubikMove move2, Bool opp)
+{
+ RubikSlice slice1, slice2;
+
+ convertMove(rp, move1, &slice1);
+ convertMove(rp, move2, &slice2);
+ if (slice1.face == slice2.face &&
+ slice1.depth == slice2.depth) {
+ if (slice1.rotation == slice2.rotation) { /* CW or CCW */
+ if (!opp)
+ return True;
+ } else {
+ if (opp)
+ return True;
+ }
+ }
+ return False;
+}
+
+static Bool
+shuffle(ModeInfo * mi)
+{
+ rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ int i, face, position;
+ RubikMove move;
+
+ if (sizex)
+ i = sizex;
+ else
+ i = MI_SIZE(mi);
+ if (i < -MINSIZE)
+ i = NRAND(-i - MINSIZE + 1) + MINSIZE;
+ else if (i < MINSIZE)
+ i = MINSIZE;
+
+ if (LRAND() % 2 && !sizey && !sizez) { /* Make normal (NxNxN) cubes more likely */
+ MAXSIZEX = MAXSIZEY = MAXSIZEZ = i;
+ } else {
+ MAXSIZEX = i;
+ if (sizey)
+ i = sizey;
+ else
+ i = MI_SIZE(mi);
+ if (i < -MINSIZE)
+ i = NRAND(-i - MINSIZE + 1) + MINSIZE;
+ else if (i < MINSIZE)
+ i = MINSIZE;
+ if (LRAND() % 2 && !sizez) { /* Make more MxNxN more likely than LxMxN */
+ MAXSIZEY = MAXSIZEZ = i;
+ } else {
+ MAXSIZEY = i;
+ if (sizez)
+ i = sizez;
+ else
+ i = MI_SIZE(mi);
+ if (i < -MINSIZE)
+ i = NRAND(-i - MINSIZE + 1) + MINSIZE;
+ else if (i < MINSIZE)
+ i = MINSIZE;
+ MAXSIZEZ = i;
+ }
+ }
- rp->storedmoves = MI_BATCHCOUNT(mi);
+ for (face = 0; face < MAXFACES; face++) {
+ if (rp->cubeLoc[face] != NULL)
+ (void) free((void *) rp->cubeLoc[face]);
+ if ((rp->cubeLoc[face] = (RubikLoc *) malloc(sizeFace(rp, face) *
+ sizeof (RubikLoc))) == NULL) {
+ return False;
+ }
+ for (position = 0; position < sizeFace(rp, face); position++) {
+ rp->cubeLoc[face][position].face = face;
+ rp->cubeLoc[face][position].rotation = TOP;
+ }
+ }
+ for (i = 0; i < MAXORIENT; i++) {
+ if (rp->rowLoc[i] != NULL)
+ (void) free((void *) rp->rowLoc[i]);
+ /* The following is reused so make it the biggest size */
+ if ((rp->rowLoc[i] = (RubikLoc *) malloc(MAXMAXSIZE *
+ sizeof (RubikLoc))) == NULL) {
+ return False;
+ }
+ }
+ rp->storedmoves = MI_COUNT(mi);
if (rp->storedmoves < 0) {
- if (rp->movedfaces != NULL)
- (void) free((void *) rp->movedfaces);
- if (rp->movedorient != NULL)
- (void) free((void *) rp->movedorient);
- rp->movedfaces = NULL;
- rp->movedorient = NULL;
+ if (rp->moves != NULL)
+ (void) free((void *) rp->moves);
+ rp->moves = (RubikMove *) NULL;
rp->storedmoves = NRAND(-rp->storedmoves) + 1;
}
- if ((rp->storedmoves) && (rp->movedfaces == NULL))
- if ((rp->movedfaces =
- (char *) calloc(rp->storedmoves + 1, sizeof (char))) == NULL)
- (void) fprintf(stderr,
- "Could not allocate memory for rubik move buffer\n");
-
- if ((rp->storedmoves) && (rp->movedorient == NULL))
- if ((rp->movedorient =
- (char *) calloc(rp->storedmoves + 1, sizeof (char))) == NULL)
- (void) fprintf(stderr,
- "Could not allocate memory for rubik orient buffer\n");
-
+ if ((rp->storedmoves) && (rp->moves == NULL))
+ if ((rp->moves = (RubikMove *) calloc(rp->storedmoves + 1,
+ sizeof (RubikMove))) == NULL) {
+ return False;
+ }
if (MI_CYCLES(mi) <= 1) {
rp->anglestep = 90.0;
} else {
}
for (i = 0; i < rp->storedmoves; i++) {
- int condition;
+ Bool condition;
do {
- mov = NRAND(6);
- ori = NRAND(2);
- condition = 1;
- if (i > 0) /* avoid immediate undoing moves */
- if (mov == rp->movedfaces[i - 1] &&
- ori == rp->movedorient[i - 1])
- condition = 0;
+ move.face = NRAND(MAXFACES);
+ move.direction = NRAND(MAXORIENT); /* Exclude CW and CCW, its ok */
+ move.position = NRAND(sizeFace(rp, move.face));
+ rp->degreeTurn = (checkFaceSquare(rp,
+ rowToRotate[move.face][move.direction])) ? 90 : 180;
+ condition = True;
+ if (i > 0) { /* avoid immediate undoing moves */
+ if (compare_moves(rp, move, rp->moves[i - 1], True))
+ condition = False;
+ if (rp->degreeTurn == 180 &&
+ compare_moves(rp, move, rp->moves[i - 1], False))
+ condition = False;
+ }
if (i > 1) /* avoid 3 consecutive identical moves */
- if (mov == rp->movedfaces[i - 1] &&
- ori != rp->movedorient[i - 1] &&
- rp->movedfaces[i - 1] == rp->movedfaces[i - 2] &&
- rp->movedorient[i - 1] == rp->movedorient[i - 2])
- condition = 0;
+ if (compare_moves(rp, move, rp->moves[i - 1], False) &&
+ compare_moves(rp, move, rp->moves[i - 2], False))
+ condition = False;
+ /*
+ * Still some silly moves being made....
+ */
} while (!condition);
if (hideshuffling)
- evalmovement(mi, mov, ori);
- rp->movedfaces[i] = mov;
- rp->movedorient[i] = (ori == CLOCK_WISE) ? C_CLOCK_WISE : CLOCK_WISE;
+ if (!evalmovement(mi, move))
+ return False;
+ rp->moves[i] = move;
}
- rp->movement = NO_ROTATION;
+ rp->VX = 0.05;
+ if (NRAND(100) < 50)
+ rp->VX *= -1;
+ rp->VY = 0.05;
+ if (NRAND(100) < 50)
+ rp->VY *= -1;
+ rp->movement.face = NO_FACE;
rp->rotatestep = 0;
rp->action = hideshuffling ? ACTION_SOLVE : ACTION_SHUFFLE;
rp->shufflingmoves = 0;
rp->done = 0;
+ return True;
}
-void
-draw_rubik(ModeInfo * mi)
+ENTRYPOINT void
+reshape_rubik(ModeInfo * mi, int width, int height)
{
rubikstruct *rp = &rubik[MI_SCREEN(mi)];
+ glViewport(0, 0, rp->WindW = (GLint) width, rp->WindH = (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
+ glMatrixMode(GL_MODELVIEW);
+
+}
+
+static Bool
+pinit(ModeInfo * mi)
+{
+ glClearDepth(1.0);
+ glClearColor(0.0, 0.0, 0.0, 1.0);
+ glColor3f(1.0, 1.0, 1.0);
+
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
+ glLightfv(GL_LIGHT1, GL_POSITION, position1);
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_NORMALIZE);
+ glEnable(GL_CULL_FACE);
+
+ glShadeModel(GL_FLAT);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+
+ return (shuffle(mi));
+}
+
+static void
+free_rubik(rubikstruct *rp)
+{
+ int i;
+
+ for (i = 0; i < MAXFACES; i++)
+ if (rp->cubeLoc[i] != NULL) {
+ (void) free((void *) rp->cubeLoc[i]);
+ rp->cubeLoc[i] = (RubikLoc *) NULL;
+ }
+ for (i = 0; i < MAXORIENT; i++)
+ if (rp->rowLoc[i] != NULL) {
+ (void) free((void *) rp->rowLoc[i]);
+ rp->rowLoc[i] = (RubikLoc *) NULL;
+ }
+ if (rp->moves != NULL) {
+ (void) free((void *) rp->moves);
+ rp->moves = (RubikMove *) NULL;
+ }
+}
+
+ENTRYPOINT void
+release_rubik(ModeInfo * mi)
+{
+ if (rubik != NULL) {
+ int screen;
+
+ for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
+ rubikstruct *rp = &rubik[screen];
+
+ free_rubik(rp);
+ }
+ (void) free((void *) rubik);
+ rubik = (rubikstruct *) NULL;
+ }
+ FreeAllGL(mi);
+}
+
+ENTRYPOINT void
+init_rubik(ModeInfo * mi)
+{
+ rubikstruct *rp;
+
+ if (rubik == NULL) {
+ if ((rubik = (rubikstruct *) calloc(MI_NUM_SCREENS(mi),
+ sizeof (rubikstruct))) == NULL)
+ return;
+ }
+ rp = &rubik[MI_SCREEN(mi)];
+ rp->step = NRAND(90);
+ rp->PX = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
+ rp->PY = ((float) LRAND() / (float) MAXRAND) * 2.0 - 1.0;
+
+ if ((rp->glx_context = init_GL(mi)) != NULL) {
+
+ reshape_rubik(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
+ glDrawBuffer(GL_BACK);
+ if (!pinit(mi)) {
+ free_rubik(rp);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
+ } else {
+ MI_CLEARWINDOW(mi);
+ }
+}
+
+ENTRYPOINT void
+draw_rubik(ModeInfo * mi)
+{
+ Bool bounced = False;
Display *display = MI_DISPLAY(mi);
Window window = MI_WINDOW(mi);
+ rubikstruct *rp;
+
+ if (rubik == NULL)
+ return;
+ rp = &rubik[MI_SCREEN(mi)];
+ if (rp->cubeLoc[0] == NULL)
+ return;
+
+ MI_IS_DRAWN(mi) = True;
+ if (!rp->glx_context)
+ return;
- glDrawBuffer(GL_BACK);
- glXMakeCurrent(display, window, rp->glx_context);
+ glXMakeCurrent(display, window, *(rp->glx_context));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glTranslatef(0.0, 0.0, -10.0);
- if (!MI_WIN_IS_ICONIC(mi)) {
+ rp->PX += rp->VX;
+ rp->PY += rp->VY;
+
+ if (rp->PY < -1) {
+ rp->PY += (-1) - (rp->PY);
+ rp->VY = -rp->VY;
+ bounced = True;
+ }
+ if (rp->PY > 1) {
+ rp->PY -= (rp->PY) - 1;
+ rp->VY = -rp->VY;
+ bounced = True;
+ }
+ if (rp->PX < -1) {
+ rp->PX += (-1) - (rp->PX);
+ rp->VX = -rp->VX;
+ bounced = True;
+ }
+ if (rp->PX > 1) {
+ rp->PX -= (rp->PX) - 1;
+ rp->VX = -rp->VX;
+ bounced = True;
+ }
+ if (bounced) {
+ rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01;
+ rp->VX += ((float) LRAND() / (float) MAXRAND) * 0.02 - 0.01;
+ if (rp->VX > 0.06)
+ rp->VX = 0.06;
+ if (rp->VY > 0.06)
+ rp->VY = 0.06;
+ if (rp->VX < -0.06)
+ rp->VX = -0.06;
+ if (rp->VY < -0.06)
+ rp->VY = -0.06;
+ }
+ if (!MI_IS_ICONIC(mi)) {
+ glTranslatef(rp->PX, rp->PY, 0);
glScalef(Scale4Window * rp->WindH / rp->WindW, Scale4Window, Scale4Window);
} else {
glScalef(Scale4Iconic * rp->WindH / rp->WindW, Scale4Iconic, Scale4Iconic);
glRotatef(rp->step * 95, 0, 1, 0);
glRotatef(rp->step * 90, 0, 0, 1);
+ if (!draw_cube(mi)) {
+ release_rubik(mi);
+ return;
+ }
+ if (MI_IS_FPS(mi)) do_fps (mi);
+ glXSwapBuffers(display, window);
+
if (rp->action == ACTION_SHUFFLE) {
if (rp->done) {
if (++rp->rotatestep > DELAY_AFTER_SHUFFLING) {
- rp->movement = NO_ROTATION;
+ rp->movement.face = NO_FACE;
rp->rotatestep = 0;
rp->action = ACTION_SOLVE;
rp->done = 0;
}
} else {
- if (rp->movement == NO_ROTATION) {
+ if (rp->movement.face == NO_FACE) {
if (rp->shufflingmoves < rp->storedmoves) {
rp->rotatestep = 0;
- rp->movement = rp->movedfaces[rp->shufflingmoves];
- rp->orientation =
- (rp->movedorient[rp->shufflingmoves] == CLOCK_WISE) ?
- C_CLOCK_WISE : CLOCK_WISE;
+ rp->movement = rp->moves[rp->shufflingmoves];
} else {
rp->rotatestep = 0;
rp->done = 1;
}
} else {
- rp->rotatestep += (rp->orientation == CLOCK_WISE) ?
- -rp->anglestep : rp->anglestep;
- if (rp->rotatestep > 90 || rp->rotatestep < -90) {
- evalmovement(mi, rp->movement, rp->orientation);
+ if (rp->rotatestep == 0) {
+ if (rp->movement.direction == CW || rp->movement.direction == CCW)
+ rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180;
+ else
+ rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180;
+ }
+ rp->rotatestep += rp->anglestep;
+ if (rp->rotatestep > rp->degreeTurn) {
+ if (!evalmovement(mi, rp->movement)) {
+ free_rubik(rp);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
rp->shufflingmoves++;
- rp->movement = NO_ROTATION;
+ rp->movement.face = NO_FACE;
}
}
}
} else {
if (rp->done) {
if (++rp->rotatestep > DELAY_AFTER_SOLVING)
- shuffle(mi);
+ if (!shuffle(mi)) {
+ free_rubik(rp);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
} else {
- if (rp->movement == NO_ROTATION) {
+ if (rp->movement.face == NO_FACE) {
if (rp->storedmoves > 0) {
rp->rotatestep = 0;
- rp->movement = rp->movedfaces[rp->storedmoves - 1];
- rp->orientation = rp->movedorient[rp->storedmoves - 1];
+ rp->movement = rp->moves[rp->storedmoves - 1];
+ rp->movement.direction = (rp->movement.direction +
+ (MAXORIENT / 2)) % MAXORIENT;
} else {
rp->rotatestep = 0;
rp->done = 1;
}
} else {
- rp->rotatestep += (rp->orientation == CLOCK_WISE) ?
- -rp->anglestep : rp->anglestep;
- if (rp->rotatestep > 90 || rp->rotatestep < -90) {
- evalmovement(mi, rp->movement, rp->orientation);
+ if (rp->rotatestep == 0) {
+ if (rp->movement.direction == CW || rp->movement.direction == CCW)
+ rp->degreeTurn = (checkFaceSquare(rp, rp->movement.face)) ? 90 : 180;
+ else
+ rp->degreeTurn = (checkFaceSquare(rp, rowToRotate[rp->movement.face][rp->movement.direction])) ? 90 : 180;
+ }
+ rp->rotatestep += rp->anglestep;
+ if (rp->rotatestep > rp->degreeTurn) {
+ if (!evalmovement(mi, rp->movement)) {
+ free_rubik(rp);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
+ }
+ return;
+ }
rp->storedmoves--;
- rp->movement = NO_ROTATION;
+ rp->movement.face = NO_FACE;
}
}
}
}
- draw_cube(mi);
-
glPopMatrix();
glFlush();
- glXSwapBuffers(display, window);
-
rp->step += 0.05;
}
-static void
-reshape(ModeInfo * mi, int width, int height)
-{
- rubikstruct *rp = &rubik[MI_SCREEN(mi)];
-
- glViewport(0, 0, rp->WindW = (GLint) width, rp->WindH = (GLint) height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 15.0);
- glMatrixMode(GL_MODELVIEW);
-
- rp->AreObjectsDefined[ObjCubit] = 0;
-}
-
-static void
-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);
-
- shuffle(mi);
-}
-
-void
-init_rubik(ModeInfo * mi)
-{
- int screen = MI_SCREEN(mi);
- rubikstruct *rp;
-
- if (rubik == NULL) {
- if ((rubik = (rubikstruct *) calloc(MI_NUM_SCREENS(mi),
- sizeof (rubikstruct))) == NULL)
- return;
- }
- rp = &rubik[screen];
- rp->step = NRAND(90);
-
- rp->glx_context = init_GL(mi);
-
- reshape(mi, MI_WIN_WIDTH(mi), MI_WIN_HEIGHT(mi));
- objects = glGenLists(1);
- pinit(mi);
-}
-
-void
+#ifndef STANDALONE
+ENTRYPOINT void
change_rubik(ModeInfo * mi)
{
- pinit(mi);
-}
-
-void
-release_rubik(ModeInfo * mi)
-{
- if (rubik != NULL) {
- int screen;
+ rubikstruct *rp;
- for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
- rubikstruct *rp = &rubik[screen];
+ if (rubik == NULL)
+ return;
+ rp = &rubik[MI_SCREEN(mi)];
- if (rp->movedfaces != NULL)
- (void) free((void *) rp->movedfaces);
- if (rp->movedorient != NULL)
- (void) free((void *) rp->movedorient);
+ if (!rp->glx_context)
+ return;
+ if (!pinit(mi)) {
+ free_rubik(rp);
+ if (MI_IS_VERBOSE(mi)) {
+ (void) fprintf(stderr,
+ "Could not allocate memory for rubik\n");
}
- (void) free((void *) rubik);
- rubik = NULL;
+ return;
}
}
+#endif /* !STANDALONE */
-#undef F_
#endif
+
+XSCREENSAVER_MODULE ("Rubik", rubik)