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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<!-- BEGIN META TAG INFO -->
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<link rel="home" href="http://developer.apple.com/">
<link rel="find" href="http://developer.apple.com/search/">
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<script language="JavaScript" src="../../documentation/js/adc.js" type="text/javascript"></script>
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<title>CubePuzzle - /CubeRendering.m</title>
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<a href="http://developer.apple.com/">ADC Home</a> > <a href="../../referencelibrary/index.html">Reference Library</a> > <a href="../../samplecode/index.html">Sample Code</a> > <a href="../../samplecode/GraphicsImaging/index.html">Graphics & Imaging</a> > <a href="../../samplecode/GraphicsImaging/idxOpenGL-date.html">OpenGL</a> > <A HREF="javascript:location.replace('index.html');">CubePuzzle</A> >
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<table width="680" border="0" cellpadding="0" cellspacing="0">
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<td><h1><div id="pagehead">CubePuzzle</div></h1></td>
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<h2>/CubeRendering.m</h2>
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<p><strong><a href="CubePuzzle.zip">Download Sample</a></strong> (“CubePuzzle.zip”, 48.2K)<BR>
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<pre class="sourcecodebox">/*
Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Computer, Inc.
("Apple") in consideration of your agreement to the following terms, and your
use, installation, modification or redistribution of this Apple software
constitutes acceptance of these terms. If you do not agree with these terms,
please do not use, install, modify or redistribute this Apple software.
In consideration of your agreement to abide by the following terms, and subject
to these terms, Apple grants you a personal, non-exclusive license, under Apple's
copyrights in this original Apple software (the "Apple Software"), to use,
reproduce, modify and redistribute the Apple Software, with or without
modifications, in source and/or binary forms; provided that if you redistribute
the Apple Software in its entirety and without modifications, you must retain
this notice and the following text and disclaimers in all such redistributions of
the Apple Software. Neither the name, trademarks, service marks or logos of
Apple Computer, Inc. may be used to endorse or promote products derived from the
Apple Software without specific prior written permission from Apple. Except as
expressly stated in this notice, no other rights or licenses, express or implied,
are granted by Apple herein, including but not limited to any patent rights that
may be infringed by your derivative works or by other works in which the Apple
Software may be incorporated.
The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO
WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED
WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN
COMBINATION WITH YOUR PRODUCTS.
IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE
GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION
OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT
(INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#import <AppKit/AppKit.h>
#import "Cube.h"
#import <OpenGL/gl.h>
NSString *CubeDidChangeNotification = @"CubeDidChange";
/*
Notes to self:
A lot of this code could be far more generalized if we changed the way we
store cube state to be represented as an exploded set of cubes in space, where
each cube hovers right over top of it's face color. This effectively gives us
unique 3D positions for every face. The benefit of this is that we could code
up fully generalized rotation and rendering functions for any size cube. This
could possibly also simplify some of the lower level primitives that check for
proper orientation and such.
*/
/*
+--+--+--+
|T0|T1|T2|
+--+--+--+
|T3|T4|T5|
+--+--+--+
|T6|T7|T8|
+--+--+--+--+--+--+--+--+--+--+--+--+
|L0|L1|L2|F0|F1|F2|R0|R1|R2|P0|P1|P2|
+--+--+--+--+--+--+--+--+--+--+--+--+
|L3|L4|L5|F3|F4|F5|R3|R4|R5|P3|P4|P5|
+--+--+--+--+--+--+--+--+--+--+--+--+
|L6|L7|L8|F6|F7|F8|R6|R7|R8|P6|P7|P8|
+--+--+--+--+--+--+--+--+--+--+--+--+
|B0|B1|B2|
+--+--+--+
|B3|B4|B5|
+--+--+--+
|B6|B7|B8|
+--+--+--+
*/
static unsigned char cubeColors[7][4] =
{
{ 0xff, 0x00, 0x00, 0xff},
{ 0xff, 0xff, 0x00, 0xff},
{ 0xff, 0x4f, 0x00, 0xff},
{ 0x00, 0xef, 0x00, 0xff},
{ 0xff, 0xff, 0xff, 0xff},
{ 0x00, 0x00, 0xef, 0xff},
{ 0x00, 0x00, 0x00, 0xff}
};
typedef struct _Vector
{
float x;
float y;
float z;
} Vector;
// Some simple vector utility routines ripped out of VectorLib.h.
static inline Vector MakeVector(float _x, float _y, float _z)
{
Vector v;
v.x = _x; v.y = _y; v.z = _z;
return v;
}
static inline Vector SumVectors(Vector _a, Vector _b)
{
_a.x += _b.x;
_a.y += _b.y;
_a.z += _b.z;
return _a;
}
// Increasing the number of segments results in nicer
// looking edges, but increases the number of polygons
// significantly.
#define SEGMENTS 3
#define RADIUS 0.05
static Vector polarToVector(float theta, float phi, float r)
{
Vector v;
float st;
st = sin(theta);
v.x = r * st * cos(phi);
v.y = r * cos(theta);
v.z = r * st * sin(phi);
return v;
}
// TODO: Rewrite this whole thing to use vertex arrays for speed.
static void DrawCubeRounded(Vector _center, Vector _size,
unsigned char left, unsigned char front, unsigned char right,
unsigned char back, unsigned char top, unsigned char bottom)
{
float delta = M_PI_2 / SEGMENTS;
float t, p;
Vector v;
// Do colored faces
glBegin(GL_QUADS);
// Front
glNormal3f(0.0f, 0.0f, 1.0f);
glColor4ubv(cubeColors[front]);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(_center.x - _size.x + RADIUS,
_center.y - _size.y + RADIUS,
_center.z + _size.z);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(_center.x + _size.x - RADIUS,
_center.y - _size.y + RADIUS,
_center.z + _size.z);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(_center.x + _size.x - RADIUS,
_center.y + _size.y - RADIUS,
_center.z + _size.z);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(_center.x - _size.x + RADIUS,
_center.y + _size.y - RADIUS,
_center.z + _size.z);
// Back
glNormal3f(0.0f, 0.0f, -1.0f);
glColor4ubv(cubeColors[back]);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(_center.x + _size.x - RADIUS,
_center.y - _size.y + RADIUS,
_center.z - _size.z);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(_center.x - _size.x + RADIUS,
_center.y - _size.y + RADIUS,
_center.z - _size.z);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(_center.x - _size.x + RADIUS,
_center.y + _size.y - RADIUS,
_center.z - _size.z);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(_center.x + _size.x - RADIUS,
_center.y + _size.y - RADIUS,
_center.z - _size.z);
// Top
glNormal3f(0.0f, 1.0f, 0.0f);
glColor4ubv(cubeColors[top]);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(_center.x - _size.x + RADIUS,
_center.y + _size.y,
_center.z + _size.z - RADIUS);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(_center.x + _size.x - RADIUS,
_center.y + _size.y,
_center.z + _size.z - RADIUS);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(_center.x + _size.x - RADIUS,
_center.y + _size.y,
_center.z - _size.z + RADIUS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(_center.x - _size.x + RADIUS,
_center.y + _size.y,
_center.z - _size.z + RADIUS);
// Bottom
glNormal3f(0.0f, -1.0f, 0.0f);
glColor4ubv(cubeColors[bottom]);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(_center.x - _size.x + RADIUS,
_center.y - _size.y,
_center.z - _size.z + RADIUS);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(_center.x + _size.x - RADIUS,
_center.y - _size.y,
_center.z - _size.z + RADIUS);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(_center.x + _size.x - RADIUS,
_center.y - _size.y,
_center.z + _size.z - RADIUS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(_center.x - _size.x + RADIUS,
_center.y - _size.y,
_center.z + _size.z - RADIUS);
// Left
glNormal3f(-1.0f, 0.0f, 0.0f);
glColor4ubv(cubeColors[left]);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(_center.x - _size.x,
_center.y - _size.y + RADIUS,
_center.z - _size.z + RADIUS);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(_center.x - _size.x,
_center.y - _size.y + RADIUS,
_center.z + _size.z - RADIUS);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(_center.x - _size.x,
_center.y + _size.y - RADIUS,
_center.z + _size.z - RADIUS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(_center.x - _size.x,
_center.y + _size.y - RADIUS,
_center.z - _size.z + RADIUS);
// Right
glNormal3f(1.0f, 0.0f, 0.0f);
glColor4ubv(cubeColors[right]);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(_center.x + _size.x,
_center.y - _size.y + RADIUS,
_center.z + _size.z - RADIUS);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(_center.x + _size.x,
_center.y - _size.y + RADIUS,
_center.z - _size.z + RADIUS);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(_center.x + _size.x,
_center.y + _size.y - RADIUS,
_center.z - _size.z + RADIUS);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(_center.x + _size.x,
_center.y + _size.y - RADIUS,
_center.z + _size.z - RADIUS);
glEnd();
// Do rounded edges. We "know" that we can use
// a texture coordinate of 0.0f,0.0f to get black.
// This avoids doing a state change on each cube.
// Note: It's debatable whether separate strips
// are more efficient than just doing one begin/end
// with individual quads.
glColor3f(0.0f,0.0f,0.0f);
glTexCoord2f(0.0f, 0.0f);
// glMaterialf(GL_FRONT, GL_SHININESS, 20.0f);
// Draw 4 vertical rounded edges.
// Right front.
glBegin(GL_QUAD_STRIP);
for(t = 0; t <= SEGMENTS; t++)
{
v = polarToVector(M_PI_2, t*delta,1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y - _size.y + RADIUS,
_center.z + _size.z - RADIUS),
polarToVector(M_PI_2, t*delta,RADIUS));
glVertex3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y + _size.y - RADIUS,
_center.z + _size.z - RADIUS),
polarToVector(M_PI_2, t*delta,RADIUS));
glVertex3fv(&v.x);
}
glEnd();
// Left front.
glBegin(GL_QUAD_STRIP);
for(t = SEGMENTS; t <= SEGMENTS*2; t++)
{
v = polarToVector(M_PI_2, t*delta,1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y - _size.y + RADIUS,
_center.z + _size.z - RADIUS),
polarToVector(M_PI_2, t*delta,RADIUS));
glVertex3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y + _size.y - RADIUS,
_center.z + _size.z - RADIUS),
polarToVector(M_PI_2, t*delta,RADIUS));
glVertex3fv(&v.x);
}
glEnd();
// Left rear.
glBegin(GL_QUAD_STRIP);
for(t = SEGMENTS*2; t <= SEGMENTS*3; t++)
{
v = polarToVector(M_PI_2, t*delta,1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y - _size.y + RADIUS,
_center.z - _size.z + RADIUS),
polarToVector(M_PI_2, t*delta,RADIUS));
glVertex3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y + _size.y - RADIUS,
_center.z - _size.z + RADIUS),
polarToVector(M_PI_2, t*delta,RADIUS));
glVertex3fv(&v.x);
}
glEnd();
// Right rear.
glBegin(GL_QUAD_STRIP);
for(t = SEGMENTS*3; t <= SEGMENTS*4; t++)
{
v = polarToVector(M_PI_2, t*delta,1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y - _size.y + RADIUS,
_center.z - _size.z + RADIUS),
polarToVector(M_PI_2, t*delta,RADIUS));
glVertex3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y + _size.y - RADIUS,
_center.z - _size.z + RADIUS),
polarToVector(M_PI_2, t*delta,RADIUS));
glVertex3fv(&v.x);
}
glEnd();
// Do rounded top edges.
for(t = 0; t < SEGMENTS; t++)
{
glBegin(GL_QUAD_STRIP);
// Right front top
for(p = 0; p <= SEGMENTS; p++)
{
v = polarToVector((t+1)*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y + _size.y - RADIUS,
_center.z + _size.z - RADIUS),
polarToVector((t+1)*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
v = polarToVector(t*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y + _size.y - RADIUS,
_center.z + _size.z - RADIUS),
polarToVector(t*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
}
// Left front top
for(p = SEGMENTS; p <= SEGMENTS*2; p++)
{
v = polarToVector((t+1)*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y + _size.y - RADIUS,
_center.z + _size.z - RADIUS),
polarToVector((t+1)*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
v = polarToVector(t*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y + _size.y - RADIUS,
_center.z + _size.z - RADIUS),
polarToVector(t*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
}
// Left top back
for(p = SEGMENTS*2; p <= SEGMENTS*3; p++)
{
v = polarToVector((t+1)*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y + _size.y - RADIUS,
_center.z - _size.z + RADIUS),
polarToVector((t+1)*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
v = polarToVector(t*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y + _size.y - RADIUS,
_center.z - _size.z + RADIUS),
polarToVector(t*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
}
// Right top back
for(p = SEGMENTS*3; p <= SEGMENTS*4; p++)
{
v = polarToVector((t+1)*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y + _size.y - RADIUS,
_center.z - _size.z + RADIUS),
polarToVector((t+1)*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
v = polarToVector(t*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y + _size.y - RADIUS,
_center.z - _size.z + RADIUS),
polarToVector(t*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
}
// Close right top edge.
p = 0;
v = polarToVector((t+1)*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y + _size.y - RADIUS,
_center.z + _size.z - RADIUS),
polarToVector((t+1)*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
v = polarToVector(t*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y + _size.y - RADIUS,
_center.z + _size.z - RADIUS),
polarToVector(t*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
glEnd();
}
// Do rounded bottom edges.
for(t = SEGMENTS; t < SEGMENTS*2; t++)
{
glBegin(GL_QUAD_STRIP);
for(p = 0; p <= SEGMENTS; p++)
{
v = polarToVector((t+1)*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y - _size.y + RADIUS,
_center.z + _size.z - RADIUS),
polarToVector((t+1)*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
v = polarToVector(t*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y - _size.y + RADIUS,
_center.z + _size.z - RADIUS),
polarToVector(t*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
}
for(p = SEGMENTS; p <= SEGMENTS*2; p++)
{
v = polarToVector((t+1)*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y - _size.y + RADIUS,
_center.z + _size.z - RADIUS),
polarToVector((t+1)*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
v = polarToVector(t*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y - _size.y + RADIUS,
_center.z + _size.z - RADIUS),
polarToVector(t*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
}
for(p = SEGMENTS*2; p <= SEGMENTS*3; p++)
{
v = polarToVector((t+1)*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y - _size.y + RADIUS,
_center.z - _size.z + RADIUS),
polarToVector((t+1)*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
v = polarToVector(t*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x - _size.x + RADIUS,
_center.y - _size.y + RADIUS,
_center.z - _size.z + RADIUS),
polarToVector(t*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
}
for(p = SEGMENTS*3; p <= SEGMENTS*4; p++)
{
v = polarToVector((t+1)*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y - _size.y + RADIUS,
_center.z - _size.z + RADIUS),
polarToVector((t+1)*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
v = polarToVector(t*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y - _size.y + RADIUS,
_center.z - _size.z + RADIUS),
polarToVector(t*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
}
// Close right bottom edge.
p = 0;
v = polarToVector((t+1)*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y - _size.y + RADIUS,
_center.z + _size.z - RADIUS),
polarToVector((t+1)*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
v = polarToVector(t*delta, p*delta, 1.0f);
glNormal3fv(&v.x);
v = SumVectors(MakeVector(_center.x + _size.x - RADIUS,
_center.y - _size.y + RADIUS,
_center.z + _size.z - RADIUS),
polarToVector(t*delta, p*delta, RADIUS));
glVertex3fv(&v.x);
glEnd();
}
}
/*
Things we need:
Base cube renderer
Cube renderer for each face rotation. Or we could write
a fully generalized renderer that could deal with any single
face rotation at a time. I'm not convinced that the latter
is actually possible though since rotations around different
faces requires different base translations. Ugh.
*/
@interface Cube(CubeRenderingPrivate)
- (void)setState:(CubeState)newState;
- (void)animateRotationSelector:(SEL)drawSelector angle:(float)angle;
@end
@implementation Cube(CubeRendering)
// The 12 edge cubes are:
// BF, BL, BP, BR, FL, FR, FT, LP, LT, PR, PT and RT
// The 8 corner cubes are:
// BFL, BFR, BLP, BPR, FLT, FRT, LPT and PRT
static void drawFLT(CubeState *state)
{
DrawCubeRounded(MakeVector(-1.0f, 1.0f, 1.0f),
MakeVector(0.5f,0.5f, 0.5f),
state->L2,state->F0,6,6,state->T6,6);
}
static void drawFT(CubeState *state)
{
DrawCubeRounded(MakeVector(0.0f, 1.0f, 1.0f),
MakeVector(0.5f, 0.5f, 0.5f),
6,state->F1,6,6,state->T7,6);
}
static void drawFRT(CubeState *state)
{
DrawCubeRounded(MakeVector( 1.0f, 1.0f, 1.0f),
MakeVector(0.5f, 0.5f, 0.5f),
6,state->F2,state->R0,6,state->T8,6);
}
static void drawFL(CubeState *state)
{
DrawCubeRounded(MakeVector(-1.0f, 0.0f, 1.0f),
MakeVector(0.5f, 0.5f, 0.5f),
state->L5,state->F3,6,6,6,6);
}
static void drawF(CubeState *state)
{
DrawCubeRounded(MakeVector(0.0f, 0.0f, 1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,state->F4,6,6,6,6);
}
static void drawFR(CubeState *state)
{
DrawCubeRounded(MakeVector( 1.0f,0.0f, 1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,state->F5,state->R3,6,6,6);
}
static void drawBFL(CubeState *state)
{
DrawCubeRounded(MakeVector(-1.0f,-1.0f, 1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
state->L8,state->F6,6,6,6,state->B0);
}
static void drawBF(CubeState *state)
{
DrawCubeRounded(MakeVector( 0.0f,-1.0f, 1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,state->F7,6,6,6,state->B1);
}
static void drawBFR(CubeState *state)
{
DrawCubeRounded(MakeVector( 1.0f,-1.0f, 1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,state->F8,state->R6,6,6,state->B2);
}
static void drawLT(CubeState *state)
{
DrawCubeRounded(MakeVector(-1.0f, 1.0f,0.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
state->L1,6,6,6,state->T3,6);
}
static void drawT(CubeState *state)
{
DrawCubeRounded(MakeVector(0.0f, 1.0f, 0.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,6,6,state->T4,6);
}
static void drawRT(CubeState *state)
{
DrawCubeRounded(MakeVector( 1.0f, 1.0f, 0.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,state->R1,6,state->T5,6);
}
static void drawL(CubeState *state)
{
DrawCubeRounded(MakeVector(-1.0f, 0.0f, 0.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
state->L4,6,6,6,6,6);
}
static void drawR(CubeState *state)
{
DrawCubeRounded(MakeVector( 1.0f, 0.0f, 0.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,state->R4,6,6,6);
}
static void drawBL(CubeState *state)
{
DrawCubeRounded(MakeVector(-1.0f,-1.0f, 0.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
state->L7,6,6,6,6,state->B3);
}
static void drawB(CubeState *state)
{
DrawCubeRounded(MakeVector( 0.0f,-1.0f, 0.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,6,6,6,state->B4);
}
static void drawBR(CubeState *state)
{
DrawCubeRounded(MakeVector( 1.0f,-1.0f, 0.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,state->R7,6,6,state->B5);
}
static void drawLPT(CubeState *state)
{
DrawCubeRounded(MakeVector(-1.0f, 1.0f,-1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
state->L0,6,6,state->P2,state->T0,6);
}
static void drawPT(CubeState *state)
{
DrawCubeRounded(MakeVector(0.0f, 1.0f,-1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,6,state->P1,state->T1,6);
}
static void drawPRT(CubeState *state)
{
DrawCubeRounded(MakeVector( 1.0f, 1.0f,-1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,state->R2,state->P0,state->T2,6);
}
static void drawLP(CubeState *state)
{
DrawCubeRounded(MakeVector(-1.0f, 0.0f,-1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
state->L3,6,6,state->P5,6,6);
}
static void drawP(CubeState *state)
{
DrawCubeRounded(MakeVector( 0.0f, 0.0f,-1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,6,state->P4,6,6);
}
static void drawRP(CubeState *state)
{
DrawCubeRounded(MakeVector( 1.0f, 0.0f,-1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,state->R5,state->P3,6,6);
}
static void drawBLP(CubeState *state)
{
DrawCubeRounded(MakeVector(-1.0f,-1.0f,-1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
state->L6,6,6,state->P8,6,state->B6);
}
static void drawBP(CubeState *state)
{
DrawCubeRounded(MakeVector( 0.0f,-1.0f,-1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,6,state->P7,6,state->B7);
}
static void drawBPR(CubeState *state)
{
DrawCubeRounded(MakeVector( 1.0f,-1.0f,-1.0f),
MakeVector( 0.5f, 0.5f, 0.5f),
6,6,state->R8,state->P6,6,state->B8);
}
#define LEFT 1
#define RIGHT 2
#define BOTTOM 4
#define TOP 8
#define FRONT 16
#define POST 32
- (void)drawSimple:(unsigned)flags invert:(unsigned)invert
{
// Assume correct texture is bound already. We just have to draw the quads in the
// appropriate colors.
if(((flags & (FRONT|LEFT|TOP)) != 0) ^ invert)
drawFLT(&animationState);
if(((flags & (FRONT|TOP)) != 0) ^ invert)
drawFT(&animationState);
if(((flags & (FRONT|RIGHT|TOP)) != 0) ^ invert)
drawFRT(&animationState);
if(((flags & (FRONT|LEFT)) != 0) ^ invert)
drawFL(&animationState);
if(((flags & FRONT) != 0) ^ invert)
drawF(&animationState);
if(((flags & (FRONT|RIGHT)) != 0) ^ invert)
drawFR(&animationState);
if(((flags & (BOTTOM|FRONT|LEFT)) != 0) ^ invert)
drawBFL(&animationState);
if(((flags & (BOTTOM|FRONT)) != 0) ^ invert)
drawBF(&animationState);
if(((flags & (BOTTOM|FRONT|RIGHT)) != 0) ^ invert)
drawBFR(&animationState);
if(((flags & (LEFT|TOP)) != 0) ^ invert)
drawLT(&animationState);
if(((flags & TOP) != 0) ^ invert)
drawT(&animationState);
if(((flags & (RIGHT|TOP)) != 0) ^ invert)
drawRT(&animationState);
if(((flags & LEFT) != 0) ^ invert)
drawL(&animationState);
if(((flags & RIGHT) != 0) ^ invert)
drawR(&animationState);
if(((flags & (BOTTOM|LEFT)) != 0) ^ invert)
drawBL(&animationState);
if(((flags & BOTTOM) != 0) ^ invert)
drawB(&animationState);
if(((flags & (BOTTOM|RIGHT)) != 0) ^ invert)
drawBR(&animationState);
if(((flags & (LEFT|POST|TOP)) != 0) ^ invert)
drawLPT(&animationState);
if(((flags & (POST|TOP)) != 0) ^ invert)
drawPT(&animationState);
if(((flags & (POST|RIGHT|TOP)) != 0) ^ invert)
drawPRT(&animationState);
if(((flags & (LEFT|POST)) != 0) ^ invert)
drawLP(&animationState);
if(((flags & POST) != 0) ^ invert)
drawP(&animationState);
if(((flags & (RIGHT|POST)) != 0) ^ invert)
drawRP(&animationState);
if(((flags & (BOTTOM|LEFT|POST)) != 0) ^ invert)
drawBLP(&animationState);
if(((flags & (BOTTOM|POST)) != 0) ^ invert)
drawBP(&animationState);
if(((flags & (BOTTOM|POST|RIGHT)) != 0) ^ invert)
drawBPR(&animationState);
}
- (void)drawXAxis:(float)angle
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glRotatef(-angle,1.0f,0.0f,0.0f);
[self drawSimple:(LEFT|FRONT|RIGHT|BOTTOM|TOP|POST) invert:0];
glPopMatrix();
}
- (void)drawYAxis:(float)angle
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glRotatef(-angle,0.0f,1.0f,0.0f);
[self drawSimple:(LEFT|FRONT|RIGHT|BOTTOM|TOP|POST) invert:0];
glPopMatrix();
}
- (void)drawZAxis:(float)angle
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glRotatef(-angle,0.0f,0.0f,1.0f);
[self drawSimple:(LEFT|FRONT|RIGHT|BOTTOM|TOP|POST) invert:0];
glPopMatrix();
}
- (void)drawLeftAxis:(float)angle
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glRotatef(-angle,-1.0f,0.0f,0.0f);
[self drawSimple:LEFT invert:0];
glPopMatrix();
[self drawSimple:LEFT invert:1];
}
- (void)drawRightAxis:(float)angle
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glRotatef(-angle,1.0f,0.0f,0.0f);
[self drawSimple:RIGHT invert:0];
glPopMatrix();
[self drawSimple:RIGHT invert:1];
}
- (void)drawTopAxis:(float)angle
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glRotatef(-angle,0.0f,1.0f,0.0f);
[self drawSimple:TOP invert:0];
glPopMatrix();
[self drawSimple:TOP invert:1];
}
- (void)drawBottomAxis:(float)angle
{
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glRotatef(-angle,0.0f,-1.0f,0.0f);