1 /* glsnake.c - OpenGL imitation of Rubik's Snake
3 * (c) 2001-2005 Jamie Wilkinson <jaq@spacepants.org>
4 * (c) 2001-2003 Andrew Bennetts <andrew@puzzling.org>
5 * (c) 2001-2003 Peter Aylett <peter@ylett.com>
7 * This program is free software; you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation; either version 2 of the License, or
10 * (at your option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 /* HAVE_GLUT defined if we're building a standalone glsnake,
27 * and not defined if we're building as an xscreensaver hack */
32 # define HAVE_GETTIMEOFDAY
41 #endif /* HAVE_JWZGLES */
44 # include "xlockmoreI.h"
58 #ifdef HAVE_GETTIMEOFDAY
59 # ifdef GETTIMEOFDAY_TWO_ARGS
61 # include <sys/time.h>
63 typedef struct timeval snaketime;
64 # define GETSECS(t) ((t).tv_sec)
65 # define GETMSECS(t) ((t).tv_usec/1000)
67 # else /* !GETTIMEOFDAY_TWO_ARGS */
69 # include <sys/time.h>
71 typedef struct timeval snaketime;
72 # define GETSECS(t) ((t).tv_sec)
73 # define GETMSECS(t) ((t).tv_usec/1000)
75 # endif /* GETTIMEOFDAY_TWO_ARGS */
77 #else /* !HAVE_GETTIMEOFDAY */
80 # include <sys/timeb.h>
81 typedef struct timeb snaketime;
82 # define GETSECS(t) ((long)(t).time)
83 # define GETMSECS(t) ((t).millitm/1000)
85 # endif /* HAVE_FTIME */
86 #endif /* HAVE_GETTIMEOFDAY */
90 #ifndef M_SQRT1_2 /* Win32 doesn't have this constant */
91 #define M_SQRT1_2 0.70710678118654752440084436210485
97 #define DEF_YANGVEL 0.10
98 #define DEF_ZANGVEL 0.14
99 #define DEF_EXPLODE 0.03
100 #define DEF_ANGVEL 1.0
101 #define DEF_STATICTIME 5000
102 #define DEF_ALTCOLOUR 0
104 #define DEF_INTERACTIVE 0
105 #define DEF_ZOOM 25.0
106 #define DEF_WIREFRAME 0
107 #define DEF_TRANSPARENT 1
109 /* xscreensaver options doobies prefer strings */
110 #define DEF_YANGVEL "0.10"
111 #define DEF_ZANGVEL "0.14"
112 #define DEF_EXPLODE "0.03"
113 #define DEF_ANGVEL "1.0"
114 #define DEF_STATICTIME "5000"
115 #define DEF_ALTCOLOUR "False"
116 #define DEF_TITLES "False"
117 #define DEF_INTERACTIVE "False"
118 #define DEF_ZOOM "25.0"
119 #define DEF_WIREFRAME "False"
120 #define DEF_TRANSPARENT "True"
123 /* static variables */
125 static GLfloat explode;
126 static long statictime;
127 static GLfloat yspin = 60.0;
128 static GLfloat zspin = -45.0;
129 static GLfloat yangvel;
130 static GLfloat zangvel;
131 static Bool altcolour;
133 static Bool interactive;
134 static Bool wireframe;
135 static Bool transparent;
137 static GLfloat angvel;
141 #define glsnake_init init_glsnake
142 #define glsnake_display draw_glsnake
143 #define glsnake_reshape reshape_glsnake
144 #define refresh_glsnake 0
145 #define release_glsnake 0
146 #define glsnake_handle_event 0
148 /* xscreensaver defaults */
149 #define DEFAULTS "*delay: 30000 \n" \
151 "*showFPS: False \n" \
152 "*labelfont: -*-helvetica-medium-r-normal-*-180-*\n" \
157 #define countof(x) (sizeof((x))/sizeof((*x)))
159 #include "xlockmore.h"
160 #include "glxfonts.h"
162 static XrmOptionDescRec opts[] = {
163 { "-explode", ".explode", XrmoptionSepArg, DEF_EXPLODE },
164 { "-angvel", ".angvel", XrmoptionSepArg, DEF_ANGVEL },
165 { "-statictime", ".statictime", XrmoptionSepArg, DEF_STATICTIME },
166 { "-yangvel", ".yangvel", XrmoptionSepArg, DEF_YANGVEL },
167 { "-zangvel", ".zangvel", XrmoptionSepArg, DEF_ZANGVEL },
168 { "-altcolour", ".altcolour", XrmoptionNoArg, "True" },
169 { "-no-altcolour", ".altcolour", XrmoptionNoArg, "False" },
170 { "-titles", ".titles", XrmoptionNoArg, "True" },
171 { "-no-titles", ".titles", XrmoptionNoArg, "False" },
172 { "-zoom", ".zoom", XrmoptionSepArg, DEF_ZOOM },
173 { "-wireframe", ".wireframe", XrmoptionNoArg, "true" },
174 { "-no-wireframe", ".wireframe", XrmoptionNoArg, "false" },
175 { "-transparent", ".transparent", XrmoptionNoArg, "true" },
176 { "-no-transparent", ".transparent", XrmoptionNoArg, "false" },
179 static argtype vars[] = {
180 {&explode, "explode", "Explode", DEF_EXPLODE, t_Float},
181 {&angvel, "angvel", "Angular Velocity", DEF_ANGVEL, t_Float},
182 {&statictime, "statictime", "Static Time", DEF_STATICTIME, t_Int},
183 {&yangvel, "yangvel", "Angular Velocity about Y axis", DEF_YANGVEL, t_Float},
184 {&zangvel, "zangvel", "Angular Velocity about X axis", DEF_ZANGVEL, t_Float},
185 {&interactive, "interactive", "Interactive", DEF_INTERACTIVE, t_Bool},
186 {&altcolour, "altcolour", "Alternate Colour Scheme", DEF_ALTCOLOUR, t_Bool},
187 {&titles, "titles", "Titles", DEF_TITLES, t_Bool},
188 {&zoom, "zoom", "Zoom", DEF_ZOOM, t_Float},
189 {&wireframe, "wireframe", "Wireframe", DEF_WIREFRAME, t_Bool},
190 {&transparent, "transparent", "Transparent!", DEF_TRANSPARENT, t_Bool},
193 ENTRYPOINT ModeSpecOpt glsnake_opts = {countof(opts), opts, countof(vars), vars, NULL};
198 float node[NODE_COUNT];
203 GLXContext * glx_context;
204 texture_font_data *font_data;
206 /* font list number */
213 /* is a morph in progress? */
216 /* has the model been paused? */
225 /* the shape of the model */
226 float node[NODE_COUNT];
228 /* currently selected node for interactive mode */
232 unsigned int prev_model;
233 unsigned int next_model;
243 /* timing variables */
244 snaketime last_iteration;
245 snaketime last_morph;
249 int old_width, old_height;
251 /* the id of the display lists for drawing a node */
252 GLuint node_solid, node_wire;
255 /* is the window fullscreen? */
259 #define COLOUR_CYCLIC 0
260 #define COLOUR_ACYCLIC 1
261 #define COLOUR_INVALID 2
262 #define COLOUR_AUTHENTIC 3
263 #define COLOUR_ORIGLOGO 4
265 static const float colour[][2][4] = {
267 { { 0.4, 0.8, 0.2, 0.6 },
268 { 1.0, 1.0, 1.0, 0.6 } },
270 { { 0.3, 0.1, 0.9, 0.6 },
271 { 1.0, 1.0, 1.0, 0.6 } },
273 { { 0.3, 0.1, 0.9, 0.6 },
274 { 1.0, 1.0, 1.0, 0.6 } },
275 /* authentic - purple and green */
276 { { 0.38, 0.0, 0.55, 0.7 },
277 { 0.0, 0.5, 0.34, 0.7 } },
278 /* old "authentic" colours from the logo */
279 { { 171/255.0, 0, 1.0, 1.0 },
280 { 46/255.0, 205/255.0, 227/255.0, 1.0 } }
283 static const struct model_s model[] = {
284 #define STRAIGHT_MODEL 0
286 { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO,
287 ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO,
290 /* the models in the Rubik's snake manual */
292 { RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT,
293 RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT,
294 RIGHT, LEFT, RIGHT, LEFT, ZERO }
296 #define START_MODEL 2
298 { RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT,
299 RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT,
300 RIGHT, LEFT, LEFT, LEFT, ZERO }
303 { ZERO, ZERO, ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT, ZERO, ZERO,
304 ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT, ZERO, ZERO, ZERO, RIGHT,
305 LEFT, RIGHT, ZERO, LEFT }
308 { ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, RIGHT, PIN,
309 RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, ZERO, ZERO,
313 { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN,
314 ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO,
318 { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, LEFT, RIGHT, PIN, RIGHT,
319 ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, LEFT, ZERO,
322 /* These models were taken from Andrew and Peter's original snake.c
323 * as well as some newer ones made up by Jamie, Andrew and Peter. */
325 { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT,
326 LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT,
327 RIGHT, LEFT, LEFT, LEFT, ZERO }
330 { RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT,
331 LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT,
332 RIGHT, RIGHT, LEFT, LEFT, ZERO }
335 { PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN,
336 ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN,
340 { PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN,
341 LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN,
345 { RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT,
346 LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN,
350 { RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT,
351 LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT,
352 RIGHT, RIGHT, LEFT, LEFT, ZERO }
355 { ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT,
356 LEFT, RIGHT, LEFT, LEFT, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT,
357 RIGHT, RIGHT, RIGHT, ZERO }
360 { RIGHT, PIN, ZERO, ZERO, PIN, LEFT, ZERO, LEFT, LEFT, ZERO,
361 LEFT, PIN, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO,
365 { PIN, RIGHT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT,
366 LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT,
367 RIGHT, LEFT, LEFT, ZERO }
370 { ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO,
371 ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO,
372 LEFT, ZERO, ZERO, RIGHT }
375 { ZERO, ZERO, LEFT, RIGHT, ZERO, LEFT, ZERO, RIGHT, ZERO, ZERO,
376 LEFT, RIGHT, ZERO, LEFT, ZERO, RIGHT, ZERO, ZERO, LEFT, RIGHT,
377 ZERO, LEFT, ZERO, RIGHT }
380 { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO,
381 ZERO, ZERO, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, ZERO, ZERO,
382 ZERO, ZERO, LEFT, RIGHT }
385 { ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT,
386 RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN,
390 { ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN,
391 PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN }
394 { PIN, RIGHT, LEFT, PIN, LEFT, PIN, ZERO, ZERO, RIGHT, PIN, LEFT,
395 ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO,
399 { ZERO, ZERO, ZERO, ZERO, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT,
400 ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT,
401 LEFT, ZERO, PIN, ZERO }
404 { RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO,
405 LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, PIN, RIGHT,
409 { ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN,
410 ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO }
413 { RIGHT, RIGHT, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN, LEFT, PIN,
414 RIGHT, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT,
415 RIGHT, LEFT, LEFT, ZERO }
418 { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO, ZERO, ZERO,
419 RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, ZERO, LEFT, LEFT,
420 RIGHT, LEFT, RIGHT, RIGHT, ZERO }
423 { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO, PIN, ZERO, ZERO,
424 LEFT, PIN, RIGHT, ZERO, ZERO, PIN, ZERO, LEFT, LEFT, RIGHT, LEFT,
428 { ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO,
429 RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT,
433 { LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT,
434 ZERO, ZERO, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN,
438 { RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN,
439 LEFT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT,
443 { RIGHT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN,
444 LEFT, PIN, RIGHT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT,
445 LEFT, PIN, LEFT, PIN }
448 { ZERO, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN,
449 ZERO, PIN, ZERO, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT,
453 { ZERO, PIN, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO, PIN,
454 ZERO, PIN, ZERO, PIN, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO,
458 { ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN,
459 ZERO, PIN, ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO,
463 { ZERO, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT,
464 ZERO, PIN, ZERO, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO,
468 { ZERO, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO,
469 ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO,
473 { ZERO, ZERO, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO, ZERO,
474 ZERO, PIN, ZERO, ZERO, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO,
478 { RIGHT, ZERO, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO, ZERO,
479 LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT,
480 ZERO, ZERO, LEFT, PIN }
483 { RIGHT, ZERO, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT,
484 ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, RIGHT, RIGHT, PIN, LEFT,
485 LEFT, RIGHT, ZERO, LEFT, PIN }
488 { RIGHT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO,
489 LEFT, PIN, RIGHT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT,
493 { ZERO, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, LEFT, ZERO,
494 ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, LEFT,
498 { ZERO, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN,
499 RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, LEFT,
503 { LEFT, PIN, LEFT, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, LEFT,
504 PIN, RIGHT, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN,
508 { RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, ZERO,
509 ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, RIGHT, RIGHT, LEFT,
510 RIGHT, LEFT, LEFT, LEFT, PIN }
513 { ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, RIGHT,
514 RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT,
515 PIN, LEFT, LEFT, LEFT }
518 { PIN, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, LEFT,
519 ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, LEFT, ZERO,
520 LEFT, RIGHT, ZERO, ZERO }
523 { PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, RIGHT,
524 RIGHT, PIN, RIGHT, RIGHT, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO,
525 ZERO, PIN, PIN, ZERO }
528 /* the following modesl were created during the slug/compsoc codefest
530 { "cool looking gegl",
531 { PIN, PIN, ZERO, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT,
532 ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, ZERO,
536 { ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN,
537 PIN, ZERO, RIGHT, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO,
541 { RIGHT, RIGHT, PIN, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT,
542 RIGHT, PIN, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, PIN,
543 RIGHT, LEFT, RIGHT, PIN, ZERO }
546 { ZERO, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO,
547 ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO,
551 { LEFT, ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO,
552 RIGHT, LEFT, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT,
553 RIGHT, ZERO, LEFT, ZERO }
555 { "not very good (but accurate) gegl",
556 { ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO,
557 PIN, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, ZERO, PIN, PIN, ZERO,
561 { ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO,
562 ZERO, PIN, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO,
566 { PIN, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO,
567 ZERO, PIN, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO,
570 { "erect penis", /* thanks benno */
571 { PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, PIN,
572 PIN, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO,
576 { PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, PIN,
577 PIN, ZERO, ZERO, ZERO, RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, ZERO,
581 { RIGHT, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO,
582 LEFT, ZERO, ZERO, ZERO, LEFT, ZERO, LEFT, PIN, LEFT, PIN, RIGHT,
586 { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO, PIN,
587 ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO,
590 { "poles or columns or something",
591 { LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO,
592 ZERO, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO,
596 { ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO,
597 ZERO, LEFT, ZERO, LEFT, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO,
601 { ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO,
602 LEFT, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO,
606 { ZERO, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO,
607 LEFT, RIGHT, ZERO, ZERO, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO,
608 LEFT, PIN, ZERO, ZERO }
611 { ZERO, ZERO, PIN, RIGHT, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO,
612 LEFT, PIN, ZERO, ZERO, PIN, ZERO, LEFT, ZERO, RIGHT, LEFT, ZERO,
616 { PIN, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO,
617 RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO,
621 { PIN, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO,
622 ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO,
626 { PIN, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO,
627 LEFT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO,
631 { PIN, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO,
632 PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO,
636 { RIGHT, ZERO, ZERO, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT,
637 RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT,
638 ZERO, ZERO, RIGHT, ZERO }
641 { RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT,
642 ZERO, RIGHT, ZERO, RIGHT, LEFT, RIGHT, PIN, ZERO, RIGHT, ZERO,
643 RIGHT, ZERO, RIGHT, ZERO, ZERO }
646 /* These models come from the website at
647 * http://www.geocities.com/stigeide/snake */
650 { RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO, ZERO }
654 { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, ZERO }
657 { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, ZERO }
660 { LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, ZERO }
663 { ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, PIN, ZERO, ZERO, ZERO }
666 { RIGHT, LEFT, RIGHT, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO, PIN, PIN, ZERO }
669 { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO }
672 { LEFT, PIN, RIGHT, ZERO, ZERO, PIN, RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO }
675 { LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT , ZERO }
678 { ZERO, RIGHT, RIGHT, ZERO, RIGHT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, ZERO, LEFT , ZERO }
681 { PIN, LEFT, RIGHT, ZERO, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO, LEFT, RIGHT, PIN, RIGHT , ZERO }
684 { PIN, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, PIN , ZERO }
687 { LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT , ZERO }
690 { RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT , ZERO }
693 { ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, PIN , ZERO }
696 { PIN, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, ZERO , ZERO }
699 { RIGHT, ZERO, PIN, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, ZERO, ZERO, LEFT , ZERO }
702 { LEFT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT , ZERO }
705 { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO , ZERO }
708 { RIGHT, ZERO, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO , ZERO }
711 { PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO , ZERO }
714 { RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, LEFT, RIGHT, LEFT, LEFT , ZERO }
717 { RIGHT, RIGHT, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, LEFT, LEFT , ZERO }
720 { RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT , ZERO }
723 { ZERO, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, LEFT, ZERO, LEFT, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT , ZERO }
727 { LEFT, ZERO, PIN, ZERO, PIN, LEFT, ZERO, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, PIN, ZERO, RIGHT , ZERO }
731 { ZERO, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, LEFT , ZERO }
734 { ZERO, ZERO, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN , ZERO }
737 { LEFT, PIN, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO , ZERO }
740 { ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN , ZERO }
743 { PIN, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO , ZERO }
746 { LEFT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT , ZERO }
749 { PIN, ZERO, ZERO, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO, PIN, RIGHT, PIN , ZERO }
752 { RIGHT, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, PIN, LEFT , ZERO }
755 { ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO, PIN , ZERO }
757 { "Counterclockwise",
758 { LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT , ZERO }
761 { LEFT, LEFT, ZERO, PIN, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, PIN, ZERO, RIGHT, RIGHT, LEFT, LEFT, ZERO, ZERO, RIGHT , ZERO }
764 { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, PIN, RIGHT , ZERO }
767 { ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN , ZERO }
770 { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO , ZERO }
773 { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, ZERO, PIN, PIN, ZERO, ZERO }
776 { PIN, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, ZERO }
779 { RIGHT, LEFT, PIN, LEFT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, LEFT, PIN, LEFT, RIGHT, ZERO }
782 { LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, PIN, ZERO, ZERO }
785 { RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, ZERO }
788 { ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, LEFT, ZERO }
791 { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, LEFT, RIGHT, ZERO }
794 { ZERO, ZERO, PIN, PIN, ZERO, LEFT, LEFT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, RIGHT, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO }
797 { ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, LEFT, ZERO, PIN, ZERO, RIGHT, RIGHT, LEFT, PIN, LEFT, RIGHT, ZERO }
800 { ZERO, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO }
803 { ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO }
806 { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO }
809 { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO, RIGHT, ZERO, RIGHT, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO }
812 { LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, RIGHT, ZERO, RIGHT, LEFT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, ZERO }
815 { PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, ZERO }
818 { PIN, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO }
821 { ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, LEFT, RIGHT, ZERO, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO }
824 { LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, ZERO }
827 { LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, ZERO }
830 { RIGHT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, ZERO }
833 { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, ZERO }
836 { ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO }
839 { LEFT, LEFT, RIGHT, PIN, ZERO, RIGHT, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, LEFT, ZERO, PIN, LEFT, RIGHT, RIGHT, RIGHT, PIN, ZERO }
842 { PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO }
845 { ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, RIGHT, ZERO, PIN, ZERO }
848 { ZERO, RIGHT, ZERO, PIN, LEFT, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, RIGHT, PIN, ZERO, LEFT, ZERO, ZERO }
851 { ZERO, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, ZERO, ZERO, ZERO, PIN, ZERO }
854 { ZERO, PIN, PIN, ZERO, PIN, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO }
857 { ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO }
860 { LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO }
863 { LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, RIGHT, LEFT, RIGHT, RIGHT, ZERO }
866 { LEFT, ZERO, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, ZERO, RIGHT, ZERO }
869 { PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO }
872 { ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO }
875 { LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO }
878 { RIGHT, LEFT, ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, PIN, ZERO, RIGHT, LEFT, ZERO, ZERO }
881 { PIN, PIN, ZERO, LEFT, RIGHT, LEFT, ZERO, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO }
884 { PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO }
887 { PIN, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO, ZERO }
890 { RIGHT, ZERO, ZERO, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, RIGHT, ZERO, PIN, ZERO, LEFT, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO, ZERO, ZERO, LEFT, ZERO }
893 { ZERO, PIN, ZERO, ZERO, LEFT, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO }
896 { ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO }
898 { "HoleInTheMiddle1",
899 { ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO }
901 { "HoleInTheMiddle2",
902 { ZERO, LEFT, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, ZERO }
905 { RIGHT, RIGHT, PIN, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, ZERO }
908 { LEFT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, RIGHT, ZERO }
911 { LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, ZERO }
914 { RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
917 { ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO }
920 { RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, LEFT, ZERO }
923 { ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO }
926 { LEFT, LEFT, PIN, LEFT, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, RIGHT, PIN, RIGHT, RIGHT, LEFT, ZERO }
929 { ZERO, PIN, PIN, ZERO, ZERO, LEFT, ZERO, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO }
932 { RIGHT, PIN, LEFT, RIGHT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, RIGHT, LEFT, RIGHT, PIN, LEFT, ZERO }
935 { PIN, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, ZERO }
938 { PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, ZERO }
940 { "magnifying glass",
941 { ZERO, ZERO, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, ZERO }
944 { ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, ZERO }
947 { PIN, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO }
950 { PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, PIN, ZERO, ZERO, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO }
953 { ZERO, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, ZERO, LEFT, PIN, RIGHT, RIGHT, ZERO, RIGHT, ZERO }
956 { ZERO, RIGHT, ZERO, RIGHT, LEFT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, LEFT, ZERO, RIGHT, RIGHT, PIN, LEFT, ZERO }
959 { LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
962 { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, LEFT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO }
965 { ZERO, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO }
967 { "MouseWithoutTail",
968 { ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO }
971 { PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, ZERO }
974 { ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, LEFT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO, RIGHT, ZERO, ZERO, ZERO }
977 { LEFT, ZERO, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, ZERO }
980 { ZERO, RIGHT, PIN, LEFT, LEFT, LEFT, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, RIGHT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO }
983 { LEFT, PIN, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, ZERO }
986 { PIN, ZERO, ZERO, ZERO, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO, ZERO, ZERO }
989 { ZERO, ZERO, PIN, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, ZERO }
992 { PIN, PIN, ZERO, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
995 { ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
998 { ZERO, ZERO, ZERO, ZERO, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, ZERO, PIN, ZERO }
1001 { PIN, PIN, RIGHT, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, LEFT, PIN, PIN, ZERO }
1003 { "PictureComingSoon",
1004 { LEFT, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, RIGHT, RIGHT, ZERO }
1007 { LEFT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, ZERO }
1010 { LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, ZERO }
1013 { RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, LEFT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO }
1016 { ZERO, PIN, ZERO, PIN, RIGHT, PIN, ZERO, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, ZERO, PIN, LEFT, ZERO }
1020 { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, ZERO }
1024 { RIGHT, PIN, ZERO, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, PIN, PIN, ZERO, LEFT, PIN, ZERO, PIN, LEFT, ZERO }
1027 { ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, RIGHT, ZERO, LEFT, RIGHT, ZERO }
1030 { ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, LEFT, ZERO }
1032 { "QuarterbackTiltedAndReadyToHut",
1033 { PIN, ZERO, RIGHT, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, LEFT, ZERO, PIN, ZERO }
1036 { PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
1039 { LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, RIGHT, ZERO, PIN, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, ZERO }
1042 { ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, ZERO }
1045 { LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, ZERO }
1048 { RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
1051 { RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, ZERO }
1054 { ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, ZERO, PIN, ZERO, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, LEFT, ZERO, PIN, ZERO, RIGHT, ZERO }
1057 { PIN, PIN, RIGHT, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, LEFT, PIN, PIN, ZERO }
1060 { RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO }
1063 { RIGHT, LEFT, PIN, ZERO, ZERO, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO, ZERO, ZERO, PIN, LEFT, RIGHT, LEFT, ZERO }
1066 { LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO }
1069 { RIGHT, PIN, ZERO, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, ZERO }
1072 { RIGHT, LEFT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, LEFT, LEFT, RIGHT, LEFT, ZERO }
1075 { LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, ZERO, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO }
1078 { PIN, RIGHT, LEFT, LEFT, LEFT, LEFT, PIN, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, LEFT, ZERO, PIN, PIN, ZERO }
1081 { LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, ZERO }
1084 { LEFT, RIGHT, LEFT, RIGHT, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, RIGHT, LEFT, ZERO }
1087 { ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, RIGHT, ZERO, RIGHT, LEFT, ZERO, LEFT, RIGHT, ZERO, LEFT, ZERO }
1089 { "SnakeReadyToStrike",
1090 { LEFT, ZERO, LEFT, ZERO, LEFT, ZERO, LEFT, RIGHT, ZERO, RIGHT, ZERO, RIGHT, ZERO, LEFT, ZERO, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO, LEFT, ZERO }
1093 { RIGHT, RIGHT, PIN, ZERO, RIGHT, LEFT, RIGHT, ZERO, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO }
1096 { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, ZERO, PIN, RIGHT, ZERO }
1099 { PIN, PIN, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, RIGHT, PIN, RIGHT, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO }
1102 { LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, RIGHT, ZERO }
1105 { ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO }
1108 { PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, ZERO }
1111 { PIN, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, RIGHT, PIN, PIN, ZERO }
1114 { PIN, PIN, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, LEFT, LEFT, PIN, PIN, ZERO }
1117 { LEFT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, LEFT, ZERO, ZERO, PIN, ZERO, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, ZERO }
1120 { PIN, RIGHT, LEFT, LEFT, RIGHT, RIGHT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, LEFT, LEFT, RIGHT, RIGHT, LEFT, PIN, ZERO, RIGHT, PIN, LEFT, ZERO }
1123 { RIGHT, RIGHT, ZERO, ZERO, LEFT, RIGHT, LEFT, PIN, ZERO, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, ZERO, PIN, RIGHT, LEFT, RIGHT, ZERO, ZERO, LEFT, ZERO }
1126 { PIN, LEFT, ZERO, RIGHT, RIGHT, LEFT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, RIGHT, LEFT, LEFT, ZERO, ZERO }
1129 { ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, LEFT, LEFT, PIN, RIGHT, RIGHT, ZERO, ZERO, ZERO }
1132 { PIN, ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO }
1135 { RIGHT, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, LEFT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, ZERO }
1138 { ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, ZERO }
1141 { ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
1144 { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO }
1147 { ZERO, PIN, ZERO, PIN, LEFT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, LEFT, PIN, LEFT, RIGHT, ZERO }
1150 { PIN, ZERO, PIN, RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, ZERO, PIN, PIN, ZERO }
1153 { PIN, PIN, ZERO, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, ZERO, RIGHT, ZERO }
1156 { RIGHT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, ZERO, PIN, PIN, ZERO, PIN, LEFT, LEFT, RIGHT, ZERO }
1159 { RIGHT, ZERO, LEFT, RIGHT, LEFT, ZERO, LEFT, RIGHT, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, RIGHT, ZERO, RIGHT, LEFT, RIGHT, ZERO, LEFT, ZERO }
1162 { ZERO, PIN, LEFT, LEFT, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, PIN, LEFT, ZERO }
1165 { ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO, RIGHT, PIN, ZERO }
1168 { ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, PIN, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO, ZERO }
1171 { ZERO, ZERO, RIGHT, LEFT, PIN, LEFT, ZERO, PIN, PIN, ZERO, LEFT, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, ZERO, ZERO, ZERO }
1174 { RIGHT, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, ZERO }
1177 { RIGHT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO }
1180 { RIGHT, LEFT, ZERO, RIGHT, LEFT, PIN, LEFT, LEFT, PIN, LEFT, RIGHT, RIGHT, RIGHT, LEFT, LEFT, LEFT, RIGHT, PIN, RIGHT, RIGHT, PIN, RIGHT, LEFT, ZERO }
1183 { PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO }
1186 { RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, PIN, RIGHT, ZERO, RIGHT, ZERO, PIN, ZERO, LEFT, ZERO, LEFT, PIN, RIGHT, ZERO, LEFT, RIGHT, ZERO, LEFT, ZERO }
1189 { RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, ZERO }
1192 { ZERO, PIN, RIGHT, LEFT, LEFT, LEFT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, LEFT, LEFT, PIN, ZERO, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, ZERO }
1195 { PIN, LEFT, LEFT, PIN, LEFT, ZERO, ZERO, RIGHT, LEFT, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO }
1198 { PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, ZERO, ZERO, ZERO }
1201 { ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, LEFT, ZERO, ZERO, ZERO, ZERO, ZERO, ZERO, RIGHT, ZERO }
1204 { PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, PIN, LEFT, PIN, LEFT, PIN, RIGHT, PIN, ZERO }
1208 { RIGHT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, PIN, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, ZERO, LEFT, RIGHT, ZERO, ZERO }
1212 { ZERO, PIN, ZERO, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, PIN, ZERO, ZERO, PIN, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO, ZERO }
1215 { ZERO, PIN, ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO, RIGHT, PIN, ZERO }
1218 { PIN, LEFT, ZERO, RIGHT, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, PIN, PIN, ZERO, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, LEFT, ZERO, ZERO }
1221 { LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, LEFT, PIN, LEFT, LEFT, LEFT, RIGHT, LEFT, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO }
1224 { LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, ZERO, PIN, PIN, ZERO, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO }
1227 { ZERO, PIN, ZERO, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, ZERO }
1230 { ZERO, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, PIN, ZERO, ZERO, LEFT, PIN, RIGHT, ZERO, ZERO, PIN, RIGHT, RIGHT, LEFT, RIGHT, LEFT, LEFT, ZERO, ZERO }
1233 { PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, RIGHT, RIGHT, LEFT, LEFT, PIN, RIGHT, RIGHT, LEFT, LEFT, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO }
1236 { ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, RIGHT, ZERO, PIN, ZERO, LEFT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, PIN, LEFT, ZERO, ZERO }
1239 { PIN, RIGHT, PIN, LEFT, PIN, ZERO, ZERO, PIN, RIGHT, ZERO, RIGHT, RIGHT, ZERO, RIGHT, PIN, ZERO, ZERO, PIN, LEFT, PIN, RIGHT, PIN, ZERO, ZERO }
1242 { ZERO, RIGHT, PIN, LEFT, PIN, RIGHT, ZERO, ZERO, RIGHT, PIN, LEFT, LEFT, RIGHT, RIGHT, PIN, LEFT, ZERO, ZERO, LEFT, PIN, RIGHT, PIN, LEFT, ZERO }
1245 { LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, PIN, LEFT, ZERO, RIGHT, ZERO }
1248 { PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, ZERO, ZERO }
1251 { PIN, ZERO, PIN, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, ZERO, PIN, PIN, ZERO, ZERO, ZERO, ZERO, ZERO }
1253 { "WindowToTheWorld",
1254 { PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, RIGHT, PIN, LEFT, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO, PIN, ZERO, ZERO }
1257 { PIN, PIN, ZERO, RIGHT, PIN, LEFT, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, RIGHT, PIN, LEFT, ZERO, PIN, PIN, ZERO, PIN, ZERO }
1260 { ZERO, ZERO, ZERO, ZERO, PIN, RIGHT, RIGHT, RIGHT, PIN, RIGHT, LEFT, PIN, LEFT, RIGHT, PIN, RIGHT, RIGHT, RIGHT, PIN, ZERO, ZERO, ZERO, ZERO, ZERO }
1263 { RIGHT, ZERO, PIN, ZERO, LEFT, PIN, RIGHT, PIN, RIGHT, LEFT, RIGHT, RIGHT, LEFT, LEFT, RIGHT, LEFT, PIN, LEFT, PIN, RIGHT, ZERO, PIN, ZERO, ZERO }
1266 { PIN, RIGHT, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, ZERO, PIN, RIGHT, PIN, LEFT, PIN, ZERO, PIN, RIGHT, RIGHT, PIN, LEFT, LEFT, PIN, ZERO }
1269 { ZERO, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, PIN, ZERO, PIN, PIN, ZERO, PIN, ZERO, ZERO, ZERO, PIN, PIN, ZERO, ZERO, ZERO, PIN, ZERO }
1272 { LEFT, ZERO, ZERO, PIN, LEFT, RIGHT, RIGHT, PIN, LEFT, RIGHT, ZERO, PIN, PIN, ZERO, LEFT, RIGHT, PIN, LEFT, LEFT, RIGHT, PIN, ZERO, ZERO, ZERO }
1276 static size_t models = sizeof(model) / sizeof(struct model_s);
1278 #define VOFFSET 0.045
1284 /* the connecting string that holds the snake together */
1285 #define MAGICAL_RED_STRING 0
1287 #define GETSCALAR(vec,mask) ((vec)==(mask) ? 1 : ((vec)==-(mask) ? -1 : 0 ))
1290 # define MAX(x, y) ((x) > (y) ? (x) : (y))
1293 # define MIN(x, y) ((x) < (y) ? (x) : (y))
1296 #define RAND(n) ((random() & 0x7fffffff) % ((long) (n)))
1297 #define RANDSIGN() ((random() & 1) ? 1 : -1)
1299 /* the triangular prism what makes up the basic unit */
1300 static const float solid_prism_v[][3] = {
1301 /* first corner, bottom left front */
1302 { VOFFSET, VOFFSET, 1.0 },
1303 { VOFFSET, 0.00, 1.0 - VOFFSET },
1304 { 0.00, VOFFSET, 1.0 - VOFFSET },
1305 /* second corner, rear */
1306 { VOFFSET, VOFFSET, 0.00 },
1307 { VOFFSET, 0.00, VOFFSET },
1308 { 0.00, VOFFSET, VOFFSET },
1309 /* third, right front */
1310 { 1.0 - VOFFSET / M_SQRT1_2, VOFFSET, 1.0 },
1311 { 1.0 - VOFFSET / M_SQRT1_2, 0.0, 1.0 - VOFFSET },
1312 { 1.0 - VOFFSET * M_SQRT1_2, VOFFSET, 1.0 - VOFFSET },
1313 /* fourth, right rear */
1314 { 1.0 - VOFFSET / M_SQRT1_2, VOFFSET, 0.0 },
1315 { 1.0 - VOFFSET / M_SQRT1_2, 0.0, VOFFSET },
1316 { 1.0 - VOFFSET * M_SQRT1_2, VOFFSET, VOFFSET },
1317 /* fifth, upper front */
1318 { VOFFSET, 1.0 - VOFFSET / M_SQRT1_2, 1.0 },
1319 { VOFFSET / M_SQRT1_2, 1.0 - VOFFSET * M_SQRT1_2, 1.0 - VOFFSET },
1320 { 0.0, 1.0 - VOFFSET / M_SQRT1_2, 1.0 - VOFFSET},
1321 /* sixth, upper rear */
1322 { VOFFSET, 1.0 - VOFFSET / M_SQRT1_2, 0.0 },
1323 { VOFFSET / M_SQRT1_2, 1.0 - VOFFSET * M_SQRT1_2, VOFFSET },
1324 { 0.0, 1.0 - VOFFSET / M_SQRT1_2, VOFFSET }};
1326 static const float solid_prism_n[][3] = {/* corners */
1327 { -VOFFSET, -VOFFSET, VOFFSET },
1328 { VOFFSET, -VOFFSET, VOFFSET },
1329 { -VOFFSET, VOFFSET, VOFFSET },
1330 { -VOFFSET, -VOFFSET, -VOFFSET },
1331 { VOFFSET, -VOFFSET, -VOFFSET },
1332 { -VOFFSET, VOFFSET, -VOFFSET },
1334 { -VOFFSET, 0.0, VOFFSET },
1335 { 0.0, -VOFFSET, VOFFSET },
1336 { VOFFSET, VOFFSET, VOFFSET },
1337 { -VOFFSET, 0.0, -VOFFSET },
1338 { 0.0, -VOFFSET, -VOFFSET },
1339 { VOFFSET, VOFFSET, -VOFFSET },
1340 { -VOFFSET, -VOFFSET, 0.0 },
1341 { VOFFSET, -VOFFSET, 0.0 },
1342 { -VOFFSET, VOFFSET, 0.0 },
1346 { M_SQRT1_2, M_SQRT1_2, 0.0 },
1348 { 0.0, 0.0, -1.0 }};
1350 static const float wire_prism_v[][3] = {{ 0.0, 0.0, 1.0 },
1358 static const float wire_prism_n[][3] = {{ 0.0, 0.0, 1.0},
1360 { M_SQRT1_2, M_SQRT1_2, 0.0},
1365 static struct glsnake_cfg * glc = NULL;
1370 typedef float (*morphFunc)(long);
1373 /* forward definitions for GLUT functions */
1374 static void calc_rotation();
1375 static inline void ui_mousedrag();
1378 static const GLfloat white_light[] = { 1.0, 1.0, 1.0, 1.0 };
1379 static const GLfloat lmodel_ambient[] = { 0.2, 0.2, 0.2, 1.0 };
1380 static const GLfloat mat_specular[] = { 0.1, 0.1, 0.1, 1.0 };
1381 static const GLfloat mat_shininess[] = { 20.0 };
1383 static void gl_init(
1389 float light_pos[][3] = {{0.0, 10.0, 20.0}, {0.0, 20.0, -1.0}};
1390 float light_dir[][3] = {{0.0, -10.0,-20.0}, {0.0,-20.0, 1.0}};
1392 glEnable(GL_DEPTH_TEST);
1393 glShadeModel(GL_SMOOTH);
1394 glCullFace(GL_BACK);
1395 /*glEnable(GL_CULL_FACE);*/
1396 glEnable(GL_NORMALIZE);
1398 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1403 /*glColor4f(1.0, 1.0, 1.0, 1.0);*/
1404 glLightfv(GL_LIGHT0, GL_POSITION, light_pos[0]);
1405 glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light_dir[0]);
1406 glLightfv(GL_LIGHT0, GL_DIFFUSE, white_light);
1407 /*glLightfv(GL_LIGHT0, GL_SPECULAR, white_light);*/
1409 glLightfv(GL_LIGHT1, GL_POSITION, light_pos[1]);
1410 glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, light_dir[1]);
1411 glLightfv(GL_LIGHT1, GL_DIFFUSE, white_light);
1412 glLightfv(GL_LIGHT1, GL_SPECULAR, white_light);
1414 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
1415 glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
1416 glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
1417 glEnable(GL_LIGHTING);
1418 glEnable(GL_LIGHT0);
1419 glEnable(GL_LIGHT1);
1420 /*glEnable(GL_COLOR_MATERIAL);*/
1424 static void gettime(snaketime *t)
1426 #ifdef HAVE_GETTIMEOFDAY
1427 #ifdef GETTIMEOFDAY_TWO_ARGS
1428 struct timezone tzp;
1429 gettimeofday(t, &tzp);
1430 #else /* !GETTIMEOFDAY_TWO_ARGS */
1432 #endif /* !GETTIMEOFDAY_TWO_ARGS */
1433 #else /* !HAVE_GETTIMEOFDAY */
1436 #endif /* HAVE_FTIME */
1437 #endif /* !HAVE_GETTIMEOFDAY */
1441 ENTRYPOINT void glsnake_reshape(
1447 static void start_morph(struct glsnake_cfg *,
1448 unsigned int model_index, int immediate);
1450 /* wot initialises it */
1451 ENTRYPOINT void glsnake_init(
1458 struct glsnake_cfg * bp;
1460 /* set up the conf struct and glx contexts */
1462 glc = (struct glsnake_cfg *) calloc(MI_NUM_SCREENS(mi), sizeof(struct glsnake_cfg));
1464 fprintf(stderr, "%s: out of memory\n", progname);
1468 bp = &glc[MI_SCREEN(mi)];
1470 if ((bp->glx_context = init_GL(mi)) != NULL) {
1472 glsnake_reshape(mi, MI_WIDTH(mi), MI_HEIGHT(mi));
1478 /* initialise conf struct */
1479 memset(&bp->node, 0, sizeof(float) * NODE_COUNT);
1489 gettime(&bp->last_iteration);
1490 memcpy(&bp->last_morph, &bp->last_iteration, sizeof(bp->last_morph));
1492 bp->prev_colour = bp->next_colour = COLOUR_ACYCLIC;
1493 bp->next_model = RAND(models);
1494 bp->prev_model = START_MODEL;
1495 start_morph(bp, bp->prev_model, 1);
1497 /* set up a font for the labels */
1500 bp->font_data = load_texture_font (mi->dpy, "labelfont");
1503 /* build a solid display list */
1504 bp->node_solid = glGenLists(1);
1505 glNewList(bp->node_solid, GL_COMPILE);
1507 glBegin(GL_TRIANGLES);
1508 glNormal3fv(solid_prism_n[0]);
1509 glVertex3fv(solid_prism_v[0]);
1510 glVertex3fv(solid_prism_v[2]);
1511 glVertex3fv(solid_prism_v[1]);
1514 glNormal3fv(solid_prism_n[1]);
1515 glVertex3fv(solid_prism_v[6]);
1516 glVertex3fv(solid_prism_v[7]);
1517 glVertex3fv(solid_prism_v[8]);
1520 glNormal3fv(solid_prism_n[2]);
1521 glVertex3fv(solid_prism_v[12]);
1522 glVertex3fv(solid_prism_v[13]);
1523 glVertex3fv(solid_prism_v[14]);
1526 glNormal3fv(solid_prism_n[3]);
1527 glVertex3fv(solid_prism_v[3]);
1528 glVertex3fv(solid_prism_v[4]);
1529 glVertex3fv(solid_prism_v[5]);
1532 glNormal3fv(solid_prism_n[4]);
1533 glVertex3fv(solid_prism_v[9]);
1534 glVertex3fv(solid_prism_v[11]);
1535 glVertex3fv(solid_prism_v[10]);
1538 glNormal3fv(solid_prism_n[5]);
1539 glVertex3fv(solid_prism_v[16]);
1540 glVertex3fv(solid_prism_v[15]);
1541 glVertex3fv(solid_prism_v[17]);
1547 glNormal3fv(solid_prism_n[6]);
1548 glVertex3fv(solid_prism_v[0]);
1549 glVertex3fv(solid_prism_v[12]);
1550 glVertex3fv(solid_prism_v[14]);
1551 glVertex3fv(solid_prism_v[2]);
1554 glNormal3fv(solid_prism_n[7]);
1555 glVertex3fv(solid_prism_v[0]);
1556 glVertex3fv(solid_prism_v[1]);
1557 glVertex3fv(solid_prism_v[7]);
1558 glVertex3fv(solid_prism_v[6]);
1561 glNormal3fv(solid_prism_n[8]);
1562 glVertex3fv(solid_prism_v[6]);
1563 glVertex3fv(solid_prism_v[8]);
1564 glVertex3fv(solid_prism_v[13]);
1565 glVertex3fv(solid_prism_v[12]);
1568 glNormal3fv(solid_prism_n[9]);
1569 glVertex3fv(solid_prism_v[3]);
1570 glVertex3fv(solid_prism_v[5]);
1571 glVertex3fv(solid_prism_v[17]);
1572 glVertex3fv(solid_prism_v[15]);
1575 glNormal3fv(solid_prism_n[10]);
1576 glVertex3fv(solid_prism_v[3]);
1577 glVertex3fv(solid_prism_v[9]);
1578 glVertex3fv(solid_prism_v[10]);
1579 glVertex3fv(solid_prism_v[4]);
1582 glNormal3fv(solid_prism_n[11]);
1583 glVertex3fv(solid_prism_v[15]);
1584 glVertex3fv(solid_prism_v[16]);
1585 glVertex3fv(solid_prism_v[11]);
1586 glVertex3fv(solid_prism_v[9]);
1589 glNormal3fv(solid_prism_n[12]);
1590 glVertex3fv(solid_prism_v[1]);
1591 glVertex3fv(solid_prism_v[2]);
1592 glVertex3fv(solid_prism_v[5]);
1593 glVertex3fv(solid_prism_v[4]);
1596 glNormal3fv(solid_prism_n[13]);
1597 glVertex3fv(solid_prism_v[8]);
1598 glVertex3fv(solid_prism_v[7]);
1599 glVertex3fv(solid_prism_v[10]);
1600 glVertex3fv(solid_prism_v[11]);
1603 glNormal3fv(solid_prism_n[14]);
1604 glVertex3fv(solid_prism_v[13]);
1605 glVertex3fv(solid_prism_v[16]);
1606 glVertex3fv(solid_prism_v[17]);
1607 glVertex3fv(solid_prism_v[14]);
1612 glBegin(GL_TRIANGLES);
1613 glNormal3fv(solid_prism_n[15]);
1614 glVertex3fv(solid_prism_v[0]);
1615 glVertex3fv(solid_prism_v[6]);
1616 glVertex3fv(solid_prism_v[12]);
1619 glNormal3fv(solid_prism_n[19]);
1620 glVertex3fv(solid_prism_v[3]);
1621 glVertex3fv(solid_prism_v[15]);
1622 glVertex3fv(solid_prism_v[9]);
1627 glNormal3fv(solid_prism_n[16]);
1628 glVertex3fv(solid_prism_v[1]);
1629 glVertex3fv(solid_prism_v[4]);
1630 glVertex3fv(solid_prism_v[10]);
1631 glVertex3fv(solid_prism_v[7]);
1634 glNormal3fv(solid_prism_n[17]);
1635 glVertex3fv(solid_prism_v[8]);
1636 glVertex3fv(solid_prism_v[11]);
1637 glVertex3fv(solid_prism_v[16]);
1638 glVertex3fv(solid_prism_v[13]);
1641 glNormal3fv(solid_prism_n[18]);
1642 glVertex3fv(solid_prism_v[2]);
1643 glVertex3fv(solid_prism_v[14]);
1644 glVertex3fv(solid_prism_v[17]);
1645 glVertex3fv(solid_prism_v[5]);
1650 /* build wire display list */
1651 bp->node_wire = glGenLists(1);
1652 glNewList(bp->node_wire, GL_COMPILE);
1653 glBegin(GL_LINE_STRIP);
1654 glVertex3fv(wire_prism_v[0]);
1655 glVertex3fv(wire_prism_v[1]);
1657 glVertex3fv(wire_prism_v[2]);
1658 glVertex3fv(wire_prism_v[0]);
1660 glVertex3fv(wire_prism_v[3]);
1661 glVertex3fv(wire_prism_v[4]);
1663 glVertex3fv(wire_prism_v[5]);
1664 glVertex3fv(wire_prism_v[3]);
1668 glVertex3fv(wire_prism_v[1]);
1669 glVertex3fv(wire_prism_v[4]);
1671 glVertex3fv(wire_prism_v[2]);
1672 glVertex3fv(wire_prism_v[5]);
1678 /* initialise the rotation */
1683 static void draw_title(
1690 struct glsnake_cfg * bp = &glc[MI_SCREEN(mi)];
1693 /* draw some text */
1695 /* glPushAttrib((GLbitfield) GL_TRANSFORM_BIT | GL_ENABLE_BIT);*/
1696 glDisable(GL_LIGHTING);
1697 glDisable(GL_DEPTH_TEST);
1699 glDisable(GL_BLEND);
1701 glMatrixMode(GL_PROJECTION);
1704 glMatrixMode(GL_MODELVIEW);
1708 glOrtho((GLdouble) 0., (GLdouble) bp->width, (GLdouble) 0., (GLdouble) bp->height, -1, 1);
1710 glOrtho((GLdouble) 0., (GLdouble) mi->xgwa.width, (GLdouble) 0., (GLdouble) mi->xgwa.height, -1, 1);
1713 glColor4f(1.0, 1.0, 1.0, 1.0);
1715 char interactstr[] = "interactive";
1724 s = model[bp->next_model].name;
1730 w = glutBitmapLength(GLUT_BITMAP_HELVETICA_12, (const unsigned char *) s);
1731 glRasterPos2f((GLfloat) (bp->width - w - 3), 4.0);
1732 while (s[i] != '\0')
1733 glutBitmapCharacter(GLUT_BITMAP_HELVETICA_12, s[i++]);
1736 print_gl_string(mi->dpy, bp->font_data,
1737 mi->xgwa.width, mi->xgwa.height,
1738 10.0, (float) mi->xgwa.height - 10.0,
1743 glMatrixMode(GL_PROJECTION);
1750 /* apply the matrix to the origin and stick it in vec */
1751 static void matmult_origin(float rotmat[16], float vec[4])
1754 vec[0] = 0.5 * rotmat[0] + 0.5 * rotmat[4] + 0.5 * rotmat [8] + 1 * rotmat[12];
1755 vec[1] = 0.5 * rotmat[1] + 0.5 * rotmat[5] + 0.5 * rotmat [9] + 1 * rotmat[13];
1756 vec[2] = 0.5 * rotmat[2] + 0.5 * rotmat[6] + 0.5 * rotmat[10] + 1 * rotmat[14];
1757 vec[3] = 0.5 * rotmat[3] + 0.5 * rotmat[7] + 0.5 * rotmat[11] + 1 * rotmat[15];
1759 vec[0] = 0 * rotmat [0] + 0 * rotmat [1] + 0 * rotmat [2] + 1 * rotmat [3];
1760 vec[1] = 0 * rotmat [4] + 0 * rotmat [5] + 0 * rotmat [6] + 1 * rotmat [7];
1761 vec[2] = 0 * rotmat [8] + 0 * rotmat [9] + 0 * rotmat[10] + 1 * rotmat[11];
1762 vec[3] = 0 * rotmat[12] + 0 * rotmat[13] + 0 * rotmat[14] + 1 * rotmat[15];
1770 /* wot gets called when the winder is resized */
1771 ENTRYPOINT void glsnake_reshape(
1777 glViewport(0, 0, (GLint) w, (GLint) h);
1778 glMatrixMode(GL_PROJECTION);
1780 /* jwz: 0.05 was too close (left black rectangles) */
1781 gluPerspective(zoom, (GLdouble) w / (GLdouble) h, 1.0, 100.0);
1782 gluLookAt(0.0, 0.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
1783 glMatrixMode(GL_MODELVIEW);
1784 /*gluLookAt(0.0, 0.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);*/
1792 /* Returns the new dst_dir for the given src_dir and dst_dir */
1793 static int cross_product(int src_dir, int dst_dir)
1795 return X_MASK*(GETSCALAR(src_dir,Y_MASK) * GETSCALAR(dst_dir,Z_MASK) -
1796 GETSCALAR(src_dir,Z_MASK) * GETSCALAR(dst_dir,Y_MASK))+
1797 Y_MASK*(GETSCALAR(src_dir,Z_MASK) * GETSCALAR(dst_dir,X_MASK) -
1798 GETSCALAR(src_dir,X_MASK) * GETSCALAR(dst_dir,Z_MASK))+
1799 Z_MASK*(GETSCALAR(src_dir,X_MASK) * GETSCALAR(dst_dir,Y_MASK) -
1800 GETSCALAR(src_dir,Y_MASK) * GETSCALAR(dst_dir,X_MASK));
1803 /* calculate orthogonal snake metrics
1804 * is_legal = true if model does not pass through itself
1805 * is_cyclic = true if last node connects back to first node
1806 * last_turn = for cyclic snakes, specifes what the 24th turn would be
1808 static void calc_snake_metrics(struct glsnake_cfg *bp)
1812 int prevSrcDir = -Y_MASK;
1813 int prevDstDir = Z_MASK;
1814 int grid[25][25][25];
1817 memset(&grid, 0, sizeof(int) * 25*25*25);
1822 /* trace path of snake - and keep record for is_legal */
1823 for (i = 0; i < NODE_COUNT - 1; i++) {
1824 /*int ang_card;*/ /* cardinal direction of node angle */
1825 /* establish new state vars */
1826 srcDir = -prevDstDir;
1827 x += GETSCALAR(prevDstDir, X_MASK);
1828 y += GETSCALAR(prevDstDir, Y_MASK);
1829 z += GETSCALAR(prevDstDir, Z_MASK);
1831 switch ((int) model[bp->next_model].node[i]) {
1833 dstDir = -prevSrcDir;
1836 dstDir = prevSrcDir;
1840 dstDir = cross_product(prevSrcDir, prevDstDir);
1841 if (model[bp->next_model].node[i] == (int) (RIGHT))
1845 /* Prevent spurious "might be used
1846 * uninitialised" warnings when compiling
1852 if (grid[x][y][z] == 0)
1853 grid[x][y][z] = srcDir + dstDir;
1854 else if (grid[x][y][z] + srcDir + dstDir == 0)
1859 prevSrcDir = srcDir;
1860 prevDstDir = dstDir;
1863 /* determine if the snake is cyclic */
1864 bp->is_cyclic = (dstDir == Y_MASK && x == 12 && y == 11 && z == 12);
1866 /* determine last_turn */
1870 case -Z_MASK: bp->last_turn = ZERO; break;
1871 case Z_MASK: bp->last_turn = PIN; break;
1872 case X_MASK: bp->last_turn = LEFT; break;
1873 case -X_MASK: bp->last_turn = RIGHT; break;
1877 /* work out how far through the current morph we are */
1878 static float morph_percent(struct glsnake_cfg *bp)
1883 /* extend this function later with a case statement for each of the
1886 /* when morphing all nodes at once, the longest morph will be the node
1887 * that needs to rotate 180 degrees. For each node, work out how far it
1888 * has to go, and store the maximum rotation and current largest angular
1889 * difference, returning the angular difference over the maximum. */
1891 float rot_max = 0.0, ang_diff_max = 0.0;
1893 for (i = 0; i < NODE_COUNT - 1; i++) {
1894 float rot, ang_diff;
1896 /* work out the maximum rotation this node has to go through
1897 * from the previous to the next model, taking into account that
1898 * the snake always morphs through the smaller angle */
1899 rot = fabs(model[bp->prev_model].node[i] -
1900 model[bp->next_model].node[i]);
1901 if (rot > 180.0) rot = 180.0 - rot;
1902 /* work out the difference between the current position and the
1904 ang_diff = fabs(bp->node[i] -
1905 model[bp->next_model].node[i]);
1906 if (ang_diff > 180.0) ang_diff = 180.0 - ang_diff;
1907 /* if it's the biggest so far, record it */
1908 if (rot > rot_max) rot_max = rot;
1909 if (ang_diff > ang_diff_max) ang_diff_max = ang_diff;
1912 /* ang_diff / rot approaches 0, we want the complement */
1913 retval = 1.0 - (ang_diff_max / rot_max);
1914 /* protect against naan */
1916 /* Apparently some systems (Solaris) don't have isinf() */
1918 #define isinf(x) (((x) > 999999999999.9) || ((x) < -999999999999.9))
1920 if (isnan(retval) || isinf(retval)) retval = 1.0;
1922 /*printf("morph_pct = %f\n", retval);*/
1926 static void morph_colour(struct glsnake_cfg *bp)
1928 float percent, compct; /* complement of percentage */
1930 percent = morph_percent(bp);
1931 compct = 1.0 - percent;
1933 bp->colour[0][0] = colour[bp->prev_colour][0][0] * compct + colour[bp->next_colour][0][0] * percent;
1934 bp->colour[0][1] = colour[bp->prev_colour][0][1] * compct + colour[bp->next_colour][0][1] * percent;
1935 bp->colour[0][2] = colour[bp->prev_colour][0][2] * compct + colour[bp->next_colour][0][2] * percent;
1936 bp->colour[0][3] = colour[bp->prev_colour][0][3] * compct + colour[bp->next_colour][0][3] * percent;
1938 bp->colour[1][0] = colour[bp->prev_colour][1][0] * compct + colour[bp->next_colour][1][0] * percent;
1939 bp->colour[1][1] = colour[bp->prev_colour][1][1] * compct + colour[bp->next_colour][1][1] * percent;
1940 bp->colour[1][2] = colour[bp->prev_colour][1][2] * compct + colour[bp->next_colour][1][2] * percent;
1941 bp->colour[1][3] = colour[bp->prev_colour][1][3] * compct + colour[bp->next_colour][1][3] * percent;
1944 /* Start morph process to this model */
1945 static void start_morph(struct glsnake_cfg *bp,
1946 unsigned int model_index, int immediate)
1948 /* if immediate, don't bother morphing, go straight to the next model */
1952 for (i = 0; i < NODE_COUNT; i++)
1953 bp->node[i] = model[model_index].node[i];
1956 bp->prev_model = bp->next_model;
1957 bp->next_model = model_index;
1958 bp->prev_colour = bp->next_colour;
1960 calc_snake_metrics(bp);
1962 bp->next_colour = COLOUR_INVALID;
1964 bp->next_colour = COLOUR_AUTHENTIC;
1965 else if (bp->is_cyclic)
1966 bp->next_colour = COLOUR_CYCLIC;
1968 bp->next_colour = COLOUR_ACYCLIC;
1971 bp->colour[0][0] = colour[bp->next_colour][0][0];
1972 bp->colour[0][1] = colour[bp->next_colour][0][1];
1973 bp->colour[0][2] = colour[bp->next_colour][0][2];
1974 bp->colour[0][3] = colour[bp->next_colour][0][3];
1975 bp->colour[1][0] = colour[bp->next_colour][1][0];
1976 bp->colour[1][1] = colour[bp->next_colour][1][1];
1977 bp->colour[1][2] = colour[bp->next_colour][1][2];
1978 bp->colour[1][3] = colour[bp->next_colour][1][3];
1986 /* Returns morph progress */
1987 static float morph(long iter_msec)
1989 /* work out the maximum angle for this iteration */
1991 float iter_angle_max, largest_diff, largest_progress;
1997 iter_angle_max = 90.0 * (angvel/1000.0) * iter_msec;
2000 largest_diff = largest_progress = 0.0;
2001 for (i = 0; i < NODE_COUNT; i++) {
2002 float curAngle = bp->node[i];
2003 float destAngle = model[bp->next_model].node[i];
2004 if (curAngle != destAngle) {
2006 if (fabs(curAngle-destAngle) <= iter_angle_max)
2007 bp->node[i] = destAngle;
2008 else if (fmod(curAngle-destAngle+360,360) > 180)
2009 bp->node[i] = fmod(curAngle + iter_angle_max, 360);
2011 bp->node[i] = fmod(curAngle+360 - iter_angle_max, 360);
2012 largest_diff = MAX(largest_diff, fabs(destAngle-bp->node[i]));
2013 largest_progress = MAX(largest_diff, fabs(bp->node[i] - model[bp->prev_model].node[i]));
2017 return MIN(largest_diff / largest_progress, 1.0);
2023 static void glsnake_idle();
2025 static restore_idle(int v __attribute__((__unused__)))
2027 glutIdleFunc(glsnake_idle);
2031 static void quick_sleep(void)
2034 /* By using glutTimerFunc we can keep responding to
2035 * mouse and keyboard events, unlike using something like
2038 glutTimerFunc(1, restore_idle, 0);
2044 static void glsnake_idle(
2046 struct glsnake_cfg * bp
2050 /* time since last iteration */
2052 /* time since the beginning of last morph */
2054 float iter_angle_max;
2055 snaketime current_time;
2056 /* morphFunc transition; */
2060 /* Do nothing to the model if we are paused */
2062 /* Avoid busy waiting when nothing is changing */
2066 glutPostRedisplay();
2071 /* <spiv> Well, ftime gives time with millisecond resolution.
2072 * <spiv> (or worse, perhaps... who knows what the OS will do)
2073 * <spiv> So if no discernable amount of time has passed:
2074 * <spiv> a) There's no point updating the screen, because
2075 * it would be the same
2076 * <spiv> b) The code will divide by zero
2078 gettime(¤t_time);
2080 iter_msec = (long) GETMSECS(current_time) - GETMSECS(bp->last_iteration) +
2081 ((long) GETSECS(current_time) - GETSECS(bp->last_iteration)) * 1000L;
2084 /* save the current time */
2085 memcpy(&bp->last_iteration, ¤t_time, sizeof(snaketime));
2087 /* work out if we have to switch models */
2088 morf_msec = GETMSECS(bp->last_iteration) - GETMSECS(bp->last_morph) +
2089 ((long) (GETSECS(bp->last_iteration)-GETSECS(bp->last_morph)) * 1000L);
2091 if ((morf_msec > statictime) && !interactive && !bp->morphing) {
2092 /*printf("starting morph\n");*/
2093 memcpy(&bp->last_morph, &(bp->last_iteration), sizeof(bp->last_morph));
2094 start_morph(bp, RAND(models), 0);
2097 if (interactive && !bp->morphing) {
2102 /* if (!bp->dragging && !bp->interactive) { */
2105 yspin += 360/((1000/yangvel)/iter_msec);
2106 zspin += 360/((1000/zangvel)/iter_msec);
2108 yspin += 360 * (yangvel/1000.0) * iter_msec;
2109 zspin += 360 * (zangvel/1000.0) * iter_msec;
2112 /*printf("yspin: %f, zspin: %f\n", yspin, zspin);*/
2116 /* work out the maximum angle we could turn this node in this
2117 * timeslice, iter_msec milliseconds long */
2118 iter_angle_max = 90.0 * (angvel/1000.0) * iter_msec;
2121 for (i = 0; i < NODE_COUNT; i++) {
2122 float cur_angle = bp->node[i];
2123 float dest_angle = model[bp->next_model].node[i];
2124 if (cur_angle != dest_angle) {
2126 if (fabs(cur_angle - dest_angle) <= iter_angle_max)
2127 bp->node[i] = dest_angle;
2128 else if (fmod(cur_angle - dest_angle + 360, 360) > 180)
2129 bp->node[i] = fmod(cur_angle + iter_angle_max, 360);
2131 bp->node[i] = fmod(cur_angle + 360 - iter_angle_max, 360);
2135 if (!still_morphing)
2138 /* colour cycling */
2143 glutPostRedisplay();
2146 /* We are going too fast, so we may as well let the
2147 * cpu relax a little by sleeping for a millisecond. */
2153 ENTRYPOINT void glsnake_display(
2160 struct glsnake_cfg * bp = &glc[MI_SCREEN(mi)];
2161 Display * dpy = MI_DISPLAY(mi);
2162 Window window = MI_WINDOW(mi);
2167 float positions[NODE_COUNT][4]; /* origin points for each node */
2168 float com[4]; /* it's the CENTRE of MASS */
2171 if (!bp->glx_context)
2174 glXMakeCurrent(MI_DISPLAY(mi), MI_WINDOW(mi), *(bp->glx_context));
2179 /* clear the buffer */
2180 glClear((GLbitfield) GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
2182 /* go into the modelview stack */
2183 glMatrixMode(GL_MODELVIEW);
2186 /* get the centre of each node, by moving through the snake and
2187 * performing the rotations, then grabbing the matrix at each point
2188 * and applying it to the origin */
2192 /* apply the mouse drag rotation */
2196 /* apply the continuous rotation */
2197 glRotatef(yspin, 0.0, 1.0, 0.0);
2198 glRotatef(zspin, 0.0, 0.0, 1.0);
2204 for (i = 0; i < NODE_COUNT; i++) {
2209 /*printf("ang = %f\n", ang);*/
2211 glTranslatef(0.5, 0.5, 0.5); /* move to center */
2212 glRotatef(90.0, 0.0, 0.0, -1.0); /* reorient */
2213 glTranslatef(1.0 + explode, 0.0, 0.0); /* move to new pos. */
2214 glRotatef(180.0 + ang, 1.0, 0.0, 0.0); /* pivot to new angle */
2215 glTranslatef(-0.5, -0.5, -0.5); /* return from center */
2217 glGetFloatv(GL_MODELVIEW_MATRIX, rotmat);
2219 matmult_origin(rotmat, positions[i]);
2221 /*printf("positions %f %f %f %f\n", positions[i][0], positions[i][1], positions[i][2], positions[i][3]);*/
2223 com[0] += positions[i][0];
2224 com[1] += positions[i][1];
2225 com[2] += positions[i][2];
2226 com[3] += positions[i][3];
2229 com[0] /= NODE_COUNT;
2230 com[1] /= NODE_COUNT;
2231 com[2] /= NODE_COUNT;
2232 com[3] /= NODE_COUNT;
2238 /*printf("com: %f, %f, %f, %f\n", com[0], com[1], com[2], com[3]);*/
2240 #if MAGICAL_RED_STRING
2242 glTranslatef(-com[0], -com[1], -com[2]);
2244 glDisable(GL_LIGHTING);
2245 glColor4f(1.0, 0.0, 0.0, 1.0);
2246 glBegin(GL_LINE_STRIP);
2247 for (i = 0; i < NODE_COUNT - 1; i++) {
2248 glVertex3fv(positions[i]);
2251 glEnable(GL_LIGHTING);
2252 /*glTranslatef(com[0], com[1], com[2]);*/
2257 glTranslatef(-com[0], -com[1], -com[2]);
2260 /* apply the mouse drag rotation */
2264 /* apply the continuous rotation */
2265 glRotatef(yspin, 0.0, 1.0, 0.0);
2266 glRotatef(zspin, 0.0, 0.0, 1.0);
2268 /* now draw each node along the snake -- this is quite ugly :p */
2269 mi->polygon_count = 0;
2270 for (i = 0; i < NODE_COUNT; i++) {
2271 /* choose a colour for this node */
2272 if ((i == bp->selected || i == bp->selected+1) && interactive)
2274 glColor4f(1.0, 1.0, 0.0, 1.0);
2276 /*glColor4fv(bp->colour[(i+1)%2]);*/
2277 glMaterialfv(GL_FRONT, GL_AMBIENT, bp->colour[(i+1)%2]);
2278 glMaterialfv(GL_FRONT, GL_DIFFUSE, bp->colour[(i+1)%2]);
2279 /*glMaterialfv(GL_FRONT, GL_SPECULAR, bp->colour[(i+1)%2]);*/
2284 glCallList(bp->node_wire);
2286 glCallList(bp->node_solid);
2287 mi->polygon_count += bp->node_polys;
2289 /* now work out where to draw the next one */
2291 /* Interpolate between models */
2294 glTranslatef(0.5, 0.5, 0.5); /* move to center */
2295 glRotatef(90.0, 0.0, 0.0, -1.0); /* reorient */
2296 glTranslatef(1.0 + explode, 0.0, 0.0); /* move to new pos. */
2297 glRotatef(180.0 + ang, 1.0, 0.0, 0.0); /* pivot to new angle */
2298 glTranslatef(-0.5, -0.5, -0.5); /* return from center */
2312 if (mi->fps_p) do_fps(mi);
2319 glXSwapBuffers(dpy, window);
2324 /* anything that needs to be cleaned up goes here */
2325 static void unmain()
2327 glutDestroyWindow(bp->window);
2331 static void ui_init(int *, char **);
2333 int main(int argc, char ** argv)
2335 bp = malloc(sizeof(struct glsnake_cfg));
2336 memset(bp, 0, sizeof(struct glsnake_cfg));
2341 ui_init(&argc, argv);
2343 gettime(&bp->last_iteration);
2344 memcpy(&bp->last_morph, &bp->last_iteration, sizeof(snaketime));
2345 srand((unsigned int)GETSECS(bp->last_iteration));
2347 bp->prev_colour = bp->next_colour = COLOUR_ACYCLIC;
2348 bp->next_model = RAND(models);
2350 start_morph(bp->prev_model, 1);
2368 /* trackball quaternions */
2369 static float cumquat[4] = {0.0,0.0,0.0,0.0}, oldquat[4] = {0.0,0.0,0.0,0.1};
2371 /* rotation matrix */
2372 static float rotation[16];
2374 /* mouse drag vectors: start and end */
2375 static float mouse_start[3], mouse_end[3];
2377 /* dragging boolean */
2378 static int dragging = 0;
2380 /* this function calculates the rotation matrix based on the quaternions
2381 * generated from the mouse drag vectors */
2382 static void calc_rotation()
2385 double xs, ys, zs, wx, wy, wz, xx, xy, xz, yy, yz, zz;
2387 /* this bit ripped from Shoemake's quaternion notes from SIGGRAPH */
2388 Nq = cumquat[0] * cumquat[0] + cumquat[1] * cumquat[1] +
2389 cumquat[2] * cumquat[2] + cumquat[3] * cumquat[3];
2390 s = (Nq > 0.0) ? (2.0 / Nq) : 0.0;
2391 xs = cumquat[0] * s; ys = cumquat[1] * s; zs = cumquat[2] * s;
2392 wx = cumquat[3] * xs; wy = cumquat[3] * ys; wz = cumquat[3] * zs;
2393 xx = cumquat[0] * xs; xy = cumquat[0] * ys; xz = cumquat[0] * zs;
2394 yy = cumquat[1] * ys; yz = cumquat[1] * zs; zz = cumquat[2] * zs;
2396 rotation[0] = 1.0 - (yy + zz);
2397 rotation[1] = xy + wz;
2398 rotation[2] = xz - wy;
2399 rotation[4] = xy - wz;
2400 rotation[5] = 1.0 - (xx + zz);
2401 rotation[6] = yz + wx;
2402 rotation[8] = xz + wy;
2403 rotation[9] = yz - wx;
2404 rotation[10] = 1.0 - (xx + yy);
2405 rotation[3] = rotation[7] = rotation[11] = 0.0;
2406 rotation[12] = rotation[13] = rotation[14] = 0.0;
2410 static inline void ui_mousedrag()
2412 glMultMatrixf(rotation);
2415 static void ui_keyboard(unsigned char c, int x__attribute__((__unused__)), int y __attribute__((__unused__)))
2425 explode += DEF_EXPLODE;
2426 glutPostRedisplay();
2429 explode -= DEF_EXPLODE;
2430 if (explode < 0.0) explode = 0.0;
2431 glutPostRedisplay();
2436 bp->next_model %= models;
2437 start_morph(bp->next_model, 0);
2439 /* Reset last_morph time */
2440 gettime(&bp->last_morph);
2443 /* previous model */
2444 bp->next_model = (bp->next_model + (int)models - 1) % (int)models;
2445 start_morph(bp->next_model, 0);
2447 /* Reset bp->last_morph time */
2448 gettime(&bp->last_morph);
2451 angvel += DEF_ANGVEL;
2454 if (angvel > DEF_ANGVEL)
2455 angvel -= DEF_ANGVEL;
2459 /* Reset last_iteration and last_morph time */
2460 gettime(&bp->last_iteration);
2461 gettime(&bp->last_morph);
2463 interactive = 1 - interactive;
2464 glutPostRedisplay();
2467 wireframe = 1 - wireframe;
2469 glDisable(GL_LIGHTING);
2471 glEnable(GL_LIGHTING);
2472 glutPostRedisplay();
2475 transparent = 1 - transparent;
2479 glDisable(GL_BLEND);
2484 /* unpausing, reset last_iteration and last_morph time */
2485 gettime(&bp->last_iteration);
2486 gettime(&bp->last_morph);
2488 bp->paused = 1 - bp->paused;
2491 /* dump the current model so we can add it! */
2492 printf("# %s\nnoname:\t", model[bp->next_model].name);
2496 for (i = 0; i < NODE_COUNT; i++) {
2497 if (bp->node[i] == ZERO)
2499 else if (bp->node[i] == LEFT)
2501 else if (bp->node[i] == PIN)
2503 else if (bp->node[i] == RIGHT)
2507 printf("%f", node[i].curAngle);
2509 if (i < NODE_COUNT - 1)
2516 bp->fullscreen = 1 - bp->fullscreen;
2517 if (bp->fullscreen) {
2518 bp->old_width = bp->width;
2519 bp->old_height = bp->height;
2522 glutReshapeWindow(bp->old_width, bp->old_height);
2523 glutPositionWindow(50,50);
2527 titles = 1 - titles;
2528 if (interactive || bp->paused)
2529 glutPostRedisplay();
2532 altcolour = 1 - altcolour;
2536 glsnake_reshape(bp->width, bp->height);
2540 glsnake_reshape(bp->width, bp->height);
2547 static void ui_special(int key, int x__attribute__((__unused__)), int y __attribute__((__unused__)))
2549 float *destAngle = &(model[bp->next_model].node[bp->selected]);
2550 int unknown_key = 0;
2555 bp->selected = (bp->selected + (NODE_COUNT - 2)) % (NODE_COUNT - 1);
2558 bp->selected = (bp->selected + 1) % (NODE_COUNT - 1);
2561 *destAngle = fmod(*destAngle+(LEFT), 360);
2562 bp->morphing = bp->new_morph = 1;
2564 case GLUT_KEY_RIGHT:
2565 *destAngle = fmod(*destAngle+(RIGHT), 360);
2566 bp->morphing = bp->new_morph = 1;
2569 start_morph(STRAIGHT_MODEL, 0);
2576 calc_snake_metrics();
2579 glutPostRedisplay();
2582 static void ui_mouse(int button, int state, int x, int y)
2588 mouse_start[0] = M_SQRT1_2 *
2589 (x - (bp->width / 2.0)) / (bp->width / 2.0);
2590 mouse_start[1] = M_SQRT1_2 *
2591 ((bp->height / 2.0) - y) / (bp->height / 2.0);
2592 mouse_start[2] = sqrt((double)(1-(mouse_start[0]*mouse_start[0]+mouse_start[1]*mouse_start[1])));
2596 oldquat[0] = cumquat[0];
2597 oldquat[1] = cumquat[1];
2598 oldquat[2] = cumquat[2];
2599 oldquat[3] = cumquat[3];
2605 glutPostRedisplay();
2608 static void ui_motion(int x, int y)
2614 /* construct the motion end vector from the x,y position on the
2616 mouse_end[0] = M_SQRT1_2 * (x - (bp->width/ 2.0)) / (bp->width / 2.0);
2617 mouse_end[1] = M_SQRT1_2 * ((bp->height / 2.0) - y) / (bp->height / 2.0);
2618 /* calculate the normal of the vector... */
2619 norm = mouse_end[0] * mouse_end[0] + mouse_end[1] * mouse_end[1];
2620 /* check if norm is outside the sphere and wraparound if necessary */
2622 mouse_end[0] = -mouse_end[0];
2623 mouse_end[1] = -mouse_end[1];
2624 mouse_end[2] = sqrt(norm - 1);
2626 /* the z value comes from projecting onto an elliptical spheroid */
2627 mouse_end[2] = sqrt(1 - norm);
2630 /* now here, build a quaternion from mouse_start and mouse_end */
2631 q[0] = mouse_start[1] * mouse_end[2] - mouse_start[2] * mouse_end[1];
2632 q[1] = mouse_start[2] * mouse_end[0] - mouse_start[0] * mouse_end[2];
2633 q[2] = mouse_start[0] * mouse_end[1] - mouse_start[1] * mouse_end[0];
2634 q[3] = mouse_start[0] * mouse_end[0] + mouse_start[1] * mouse_end[1] + mouse_start[2] * mouse_end[2];
2636 /* new rotation is the product of the new one and the old one */
2637 cumquat[0] = q[3] * oldquat[0] + q[0] * oldquat[3] +
2638 q[1] * oldquat[2] - q[2] * oldquat[1];
2639 cumquat[1] = q[3] * oldquat[1] + q[1] * oldquat[3] +
2640 q[2] * oldquat[0] - q[0] * oldquat[2];
2641 cumquat[2] = q[3] * oldquat[2] + q[2] * oldquat[3] +
2642 q[0] * oldquat[1] - q[1] * oldquat[0];
2643 cumquat[3] = q[3] * oldquat[3] - q[0] * oldquat[0] -
2644 q[1] * oldquat[1] - q[2] * oldquat[2];
2648 glutPostRedisplay();
2651 static void ui_init(int * argc, char ** argv)
2653 glutInit(argc, argv);
2654 glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
2655 glutInitWindowSize(bp->width, bp->height);
2656 bp->window = glutCreateWindow("glsnake");
2658 glutDisplayFunc(glsnake_display);
2659 glutReshapeFunc(glsnake_reshape);
2660 glutIdleFunc(glsnake_idle);
2661 glutKeyboardFunc(ui_keyboard);
2662 glutSpecialFunc(ui_special);
2663 glutMouseFunc(ui_mouse);
2664 glutMotionFunc(ui_motion);
2666 yangvel = DEF_YANGVEL;
2667 zangvel = DEF_ZANGVEL;
2668 explode = DEF_EXPLODE;
2669 angvel = DEF_ANGVEL;
2670 statictime = DEF_STATICTIME;
2671 altcolour = DEF_ALTCOLOUR;
2672 titles = DEF_TITLES;
2673 interactive = DEF_INTERACTIVE;
2675 wireframe = DEF_WIREFRAME;
2676 transparent = DEF_TRANSPARENT;
2678 #endif /* HAVE_GLUT */
2680 XSCREENSAVER_MODULE ("GLSnake", glsnake)