ref: 8f1bc269f071e2e5eb607ecb26133656fc850527
dir: /DoConfig/fltk/test/glpuzzle.cxx/
// // "$Id$" // // OpenGL puzzle demo for the Fast Light Tool Kit (FLTK). // // This is a GLUT demo program to demonstrate fltk's GLUT emulation. // Search for "fltk" to find all the changes // // Copyright 1998-2010 by Bill Spitzak and others. // // This library is free software. Distribution and use rights are outlined in // the file "COPYING" which should have been included with this file. If this // file is missing or damaged, see the license at: // // http://www.fltk.org/COPYING.php // // Please report all bugs and problems on the following page: // // http://www.fltk.org/str.php // // this block added for fltk's distribtion so it will compile w/o OpenGL: #include <config.h> #if !HAVE_GL || !HAVE_GL_GLU_H #include <FL/Fl.H> #include <FL/fl_message.H> int main(int, char**) { fl_alert("This demo does not work without GL and GLU"); return 1; } #else // end of added block #include <stdio.h> #include <stdlib.h> #include <string.h> #include <sys/types.h> #include <time.h> #include <math.h> #include <FL/glut.H> // changed for fltk #include <FL/glu.h> // added for fltk #include "trackball.c" // changed from trackball.h for fltk #define WIDTH 4 #define HEIGHT 5 #define PIECES 10 #define OFFSETX -2 #define OFFSETY -2.5 #define OFFSETZ -0.5 typedef char Config[HEIGHT][WIDTH]; struct puzzle { struct puzzle *backptr; struct puzzle *solnptr; Config pieces; struct puzzle *next; unsigned hashvalue; }; #define HASHSIZE 10691 struct puzzlelist { struct puzzle *puzzle; struct puzzlelist *next; }; static char convert[PIECES + 1] = {0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 4}; static unsigned char colors[PIECES + 1][3] = { {0, 0, 0}, {255, 255, 127}, {255, 255, 127}, {255, 255, 127}, {255, 255, 127}, {255, 127, 255}, {255, 127, 255}, {255, 127, 255}, {255, 127, 255}, {255, 127, 127}, {255, 255, 255}, }; void changeState(void); static struct puzzle *hashtable[HASHSIZE]; static struct puzzle *startPuzzle; static struct puzzlelist *puzzles; static struct puzzlelist *lastentry; int curX, curY, visible; #define MOVE_SPEED 0.2 static unsigned char movingPiece; static float move_x, move_y; static float curquat[4]; static int doubleBuffer = 1; static int depth = 1; static char xsize[PIECES + 1] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2}; static char ysize[PIECES + 1] = {0, 1, 1, 1, 1, 2, 2, 2, 2, 1, 2}; static float zsize[PIECES + 1] = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0.6}; static Config startConfig = { {8, 10, 10, 7}, {8, 10, 10, 7}, {6, 9, 9, 5}, {6, 4, 3, 5}, {2, 0, 0, 1} }; static Config thePuzzle = { {8, 10, 10, 7}, {8, 10, 10, 7}, {6, 9, 9, 5}, {6, 4, 3, 5}, {2, 0, 0, 1} }; static int xadds[4] = {-1, 0, 1, 0}; static int yadds[4] = {0, -1, 0, 1}; static long W = 400, H = 300; static GLint viewport[4]; #define srandom srand #define random() (rand() >> 2) unsigned hash(Config config) { int i, j, value; value = 0; for (i = 0; i < HEIGHT; i++) { for (j = 0; j < WIDTH; j++) { value = value + convert[(int)config[i][j]]; value *= 6; } } return (value); } int solution(Config config) { if (config[4][1] == 10 && config[4][2] == 10) return (1); return (0); } float boxcoords[][3] = { {0.2, 0.2, 0.9}, {0.8, 0.2, 0.9}, {0.8, 0.8, 0.9}, {0.2, 0.8, 0.9}, {0.2, 0.1, 0.8}, {0.8, 0.1, 0.8}, {0.9, 0.2, 0.8}, {0.9, 0.8, 0.8}, {0.8, 0.9, 0.8}, {0.2, 0.9, 0.8}, {0.1, 0.8, 0.8}, {0.1, 0.2, 0.8}, {0.2, 0.1, 0.2}, {0.8, 0.1, 0.2}, {0.9, 0.2, 0.2}, {0.9, 0.8, 0.2}, {0.8, 0.9, 0.2}, {0.2, 0.9, 0.2}, {0.1, 0.8, 0.2}, {0.1, 0.2, 0.2}, {0.2, 0.2, 0.1}, {0.8, 0.2, 0.1}, {0.8, 0.8, 0.1}, {0.2, 0.8, 0.1}, }; float boxnormals[][3] = { {0, 0, 1}, /* 0 */ {0, 1, 0}, {1, 0, 0}, {0, 0, -1}, {0, -1, 0}, {-1, 0, 0}, {0.7071, 0.7071, 0.0000}, /* 6 */ {0.7071, -0.7071, 0.0000}, {-0.7071, 0.7071, 0.0000}, {-0.7071, -0.7071, 0.0000}, {0.7071, 0.0000, 0.7071}, /* 10 */ {0.7071, 0.0000, -0.7071}, {-0.7071, 0.0000, 0.7071}, {-0.7071, 0.0000, -0.7071}, {0.0000, 0.7071, 0.7071}, /* 14 */ {0.0000, 0.7071, -0.7071}, {0.0000, -0.7071, 0.7071}, {0.0000, -0.7071, -0.7071}, {0.5774, 0.5774, 0.5774}, /* 18 */ {0.5774, 0.5774, -0.5774}, {0.5774, -0.5774, 0.5774}, {0.5774, -0.5774, -0.5774}, {-0.5774, 0.5774, 0.5774}, {-0.5774, 0.5774, -0.5774}, {-0.5774, -0.5774, 0.5774}, {-0.5774, -0.5774, -0.5774}, }; int boxfaces[][4] = { {0, 1, 2, 3}, /* 0 */ {9, 8, 16, 17}, {6, 14, 15, 7}, {20, 23, 22, 21}, {12, 13, 5, 4}, {19, 11, 10, 18}, {7, 15, 16, 8}, /* 6 */ {13, 14, 6, 5}, {18, 10, 9, 17}, {19, 12, 4, 11}, {1, 6, 7, 2}, /* 10 */ {14, 21, 22, 15}, {11, 0, 3, 10}, {20, 19, 18, 23}, {3, 2, 8, 9}, /* 14 */ {17, 16, 22, 23}, {4, 5, 1, 0}, {20, 21, 13, 12}, {2, 7, 8, -1}, /* 18 */ {16, 15, 22, -1}, {5, 6, 1, -1}, {13, 21, 14, -1}, {10, 3, 9, -1}, {18, 17, 23, -1}, {11, 4, 0, -1}, {20, 12, 19, -1}, }; #define NBOXFACES (sizeof(boxfaces)/sizeof(boxfaces[0])) /* Draw a box. Bevel as desired. */ void drawBox(int piece, float xoff, float yoff) { int xlen, ylen; int i, k; float x, y, z; float zlen; float *v; xlen = xsize[piece]; ylen = ysize[piece]; zlen = zsize[piece]; glColor3ubv(colors[piece]); glBegin(GL_QUADS); for (i = 0; i < 18; i++) { glNormal3fv(boxnormals[i]); for (k = 0; k < 4; k++) { if (boxfaces[i][k] == -1) continue; v = boxcoords[boxfaces[i][k]]; x = v[0] + OFFSETX; if (v[0] > 0.5) x += xlen - 1; y = v[1] + OFFSETY; if (v[1] > 0.5) y += ylen - 1; z = v[2] + OFFSETZ; if (v[2] > 0.5) z += zlen - 1; glVertex3f(xoff + x, yoff + y, z); } } glEnd(); glBegin(GL_TRIANGLES); for (i = 18; i < int(NBOXFACES); i++) { glNormal3fv(boxnormals[i]); for (k = 0; k < 3; k++) { if (boxfaces[i][k] == -1) continue; v = boxcoords[boxfaces[i][k]]; x = v[0] + OFFSETX; if (v[0] > 0.5) x += xlen - 1; y = v[1] + OFFSETY; if (v[1] > 0.5) y += ylen - 1; z = v[2] + OFFSETZ; if (v[2] > 0.5) z += zlen - 1; glVertex3f(xoff + x, yoff + y, z); } } glEnd(); } float containercoords[][3] = { {-0.1, -0.1, 1.0}, {-0.1, -0.1, -0.1}, {4.1, -0.1, -0.1}, {4.1, -0.1, 1.0}, {1.0, -0.1, 0.6}, /* 4 */ {3.0, -0.1, 0.6}, {1.0, -0.1, 0.0}, {3.0, -0.1, 0.0}, {1.0, 0.0, 0.0}, /* 8 */ {3.0, 0.0, 0.0}, {3.0, 0.0, 0.6}, {1.0, 0.0, 0.6}, {0.0, 0.0, 1.0}, /* 12 */ {4.0, 0.0, 1.0}, {4.0, 0.0, 0.0}, {0.0, 0.0, 0.0}, {0.0, 5.0, 0.0}, /* 16 */ {0.0, 5.0, 1.0}, {4.0, 5.0, 1.0}, {4.0, 5.0, 0.0}, {-0.1, 5.1, -0.1}, /* 20 */ {4.1, 5.1, -0.1}, {4.1, 5.1, 1.0}, {-0.1, 5.1, 1.0}, }; float containernormals[][3] = { {0, -1, 0}, {0, -1, 0}, {0, -1, 0}, {0, -1, 0}, {0, -1, 0}, {0, 1, 0}, {0, 1, 0}, {0, 1, 0}, {1, 0, 0}, {1, 0, 0}, {1, 0, 0}, {-1, 0, 0}, {-1, 0, 0}, {-1, 0, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, -1}, {0, 0, 1}, {0, 0, 1}, {0, 0, 1}, {0, 0, 1}, {0, 0, 1}, {0, 0, 1}, {0, 0, 1}, }; int containerfaces[][4] = { {1, 6, 4, 0}, {0, 4, 5, 3}, {1, 2, 7, 6}, {7, 2, 3, 5}, {16, 19, 18, 17}, {23, 22, 21, 20}, {12, 11, 8, 15}, {10, 13, 14, 9}, {15, 16, 17, 12}, {2, 21, 22, 3}, {6, 8, 11, 4}, {1, 0, 23, 20}, {14, 13, 18, 19}, {9, 7, 5, 10}, {12, 13, 10, 11}, {1, 20, 21, 2}, {4, 11, 10, 5}, {15, 8, 19, 16}, {19, 8, 9, 14}, {8, 6, 7, 9}, {0, 3, 13, 12}, {13, 3, 22, 18}, {18, 22, 23, 17}, {17, 23, 0, 12}, }; #define NCONTFACES (sizeof(containerfaces)/sizeof(containerfaces[0])) /* Draw the container */ void drawContainer(void) { int i, k; float *v; /* Y is reversed here because the model has it reversed */ /* Arbitrary bright wood-like color */ glColor3ub(209, 103, 23); glBegin(GL_QUADS); for (i = 0; i < int(NCONTFACES); i++) { v = containernormals[i]; glNormal3f(v[0], -v[1], v[2]); for (k = 3; k >= 0; k--) { v = containercoords[containerfaces[i][k]]; glVertex3f(v[0] + OFFSETX, -(v[1] + OFFSETY), v[2] + OFFSETZ); } } glEnd(); } void drawAll(void) { int i, j; int piece; char done[PIECES + 1]; float m[4][4]; build_rotmatrix(m, curquat); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0, 0, -10); glMultMatrixf(&(m[0][0])); glRotatef(180, 0, 0, 1); if (depth) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else { glClear(GL_COLOR_BUFFER_BIT); } for (i = 1; i <= PIECES; i++) { done[i] = 0; } glLoadName(0); drawContainer(); for (i = 0; i < HEIGHT; i++) { for (j = 0; j < WIDTH; j++) { piece = thePuzzle[i][j]; if (piece == 0) continue; if (done[piece]) continue; done[piece] = 1; glLoadName(piece); if (piece == movingPiece) { drawBox(piece, move_x, move_y); } else { drawBox(piece, j, i); } } } } void redraw(void) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45, viewport[2]*1.0/viewport[3], 0.1, 100.0); drawAll(); if (doubleBuffer) glutSwapBuffers(); else glFinish(); } void solidifyChain(struct puzzle *puzzle) { int i; char buf[256]; i = 0; while (puzzle->backptr) { i++; puzzle->backptr->solnptr = puzzle; puzzle = puzzle->backptr; } sprintf(buf, "%d moves to complete!", i); glutSetWindowTitle(buf); } int addConfig(Config config, struct puzzle *back) { unsigned hashvalue; struct puzzle *newpiece; struct puzzlelist *newlistentry; hashvalue = hash(config); newpiece = hashtable[hashvalue % HASHSIZE]; while (newpiece != NULL) { if (newpiece->hashvalue == hashvalue) { int i, j; for (i = 0; i < WIDTH; i++) { for (j = 0; j < HEIGHT; j++) { if (convert[(int)config[j][i]] != convert[(int)newpiece->pieces[j][i]]) goto nomatch; } } return 0; } nomatch: newpiece = newpiece->next; } newpiece = (struct puzzle *) malloc(sizeof(struct puzzle)); newpiece->next = hashtable[hashvalue % HASHSIZE]; newpiece->hashvalue = hashvalue; memcpy(newpiece->pieces, config, HEIGHT * WIDTH); newpiece->backptr = back; newpiece->solnptr = NULL; hashtable[hashvalue % HASHSIZE] = newpiece; newlistentry = (struct puzzlelist *) malloc(sizeof(struct puzzlelist)); newlistentry->puzzle = newpiece; newlistentry->next = NULL; if (lastentry) { lastentry->next = newlistentry; } else { puzzles = newlistentry; } lastentry = newlistentry; if (back == NULL) { startPuzzle = newpiece; } if (solution(config)) { solidifyChain(newpiece); return 1; } return 0; } /* Checks if a space can move */ int canmove0(Config pieces, int x, int y, int dir, Config newpieces) { char piece; int xadd, yadd; int l, m; xadd = xadds[dir]; yadd = yadds[dir]; if (x + xadd < 0 || x + xadd >= WIDTH || y + yadd < 0 || y + yadd >= HEIGHT) return 0; piece = pieces[y + yadd][x + xadd]; if (piece == 0) return 0; memcpy(newpieces, pieces, HEIGHT * WIDTH); for (l = 0; l < WIDTH; l++) { for (m = 0; m < HEIGHT; m++) { if (newpieces[m][l] == piece) newpieces[m][l] = 0; } } xadd = -xadd; yadd = -yadd; for (l = 0; l < WIDTH; l++) { for (m = 0; m < HEIGHT; m++) { if (pieces[m][l] == piece) { int newx, newy; newx = l + xadd; newy = m + yadd; if (newx < 0 || newx >= WIDTH || newy < 0 || newy >= HEIGHT) return 0; if (newpieces[newy][newx] != 0) return 0; newpieces[newy][newx] = piece; } } } return 1; } /* Checks if a piece can move */ int canmove(Config pieces, int x, int y, int dir, Config newpieces) { int xadd, yadd; xadd = xadds[dir]; yadd = yadds[dir]; if (x + xadd < 0 || x + xadd >= WIDTH || y + yadd < 0 || y + yadd >= HEIGHT) return 0; if (pieces[y + yadd][x + xadd] == pieces[y][x]) { return canmove(pieces, x + xadd, y + yadd, dir, newpieces); } if (pieces[y + yadd][x + xadd] != 0) return 0; return canmove0(pieces, x + xadd, y + yadd, (dir + 2) % 4, newpieces); } int generateNewConfigs(struct puzzle *puzzle) { int i, j, k; Config pieces; Config newpieces; memcpy(pieces, puzzle->pieces, HEIGHT * WIDTH); for (i = 0; i < WIDTH; i++) { for (j = 0; j < HEIGHT; j++) { if (pieces[j][i] == 0) { for (k = 0; k < 4; k++) { if (canmove0(pieces, i, j, k, newpieces)) { if (addConfig(newpieces, puzzle)) return 1; } } } } } return 0; } void freeSolutions(void) { struct puzzlelist *nextpuz; struct puzzle *puzzle, *next; int i; while (puzzles) { nextpuz = puzzles->next; free((char *) puzzles); puzzles = nextpuz; } lastentry = NULL; for (i = 0; i < HASHSIZE; i++) { puzzle = hashtable[i]; hashtable[i] = NULL; while (puzzle) { next = puzzle->next; free((char *) puzzle); puzzle = next; } } startPuzzle = NULL; } int continueSolving(void) { struct puzzle *nextpuz; int i, j; int movedPiece; int movedir; int fromx, fromy; int tox, toy; if (startPuzzle == NULL) return 0; if (startPuzzle->solnptr == NULL) { freeSolutions(); return 0; } nextpuz = startPuzzle->solnptr; movedPiece = 0; movedir = 0; for (i = 0; i < HEIGHT; i++) { for (j = 0; j < WIDTH; j++) { if (startPuzzle->pieces[i][j] != nextpuz->pieces[i][j]) { if (startPuzzle->pieces[i][j]) { movedPiece = startPuzzle->pieces[i][j]; fromx = j; fromy = i; if (i < HEIGHT - 1 && nextpuz->pieces[i + 1][j] == movedPiece) { movedir = 3; } else { movedir = 2; } goto found_piece; } else { movedPiece = nextpuz->pieces[i][j]; if (i < HEIGHT - 1 && startPuzzle->pieces[i + 1][j] == movedPiece) { fromx = j; fromy = i + 1; movedir = 1; } else { fromx = j + 1; fromy = i; movedir = 0; } goto found_piece; } } } } glutSetWindowTitle((char *)"What! No change?"); freeSolutions(); return 0; found_piece: if (!movingPiece) { movingPiece = movedPiece; move_x = fromx; move_y = fromy; } move_x += xadds[movedir] * MOVE_SPEED; move_y += yadds[movedir] * MOVE_SPEED; tox = fromx + xadds[movedir]; toy = fromy + yadds[movedir]; if (move_x > tox - MOVE_SPEED / 2 && move_x < tox + MOVE_SPEED / 2 && move_y > toy - MOVE_SPEED / 2 && move_y < toy + MOVE_SPEED / 2) { startPuzzle = nextpuz; movingPiece = 0; } memcpy(thePuzzle, startPuzzle->pieces, HEIGHT * WIDTH); changeState(); return 1; } int solvePuzzle(void) { struct puzzlelist *nextpuz; char buf[256]; int i; if (solution(thePuzzle)) { glutSetWindowTitle((char *)"Puzzle already solved!"); return 0; } addConfig(thePuzzle, NULL); i = 0; while (puzzles) { i++; if (generateNewConfigs(puzzles->puzzle)) break; nextpuz = puzzles->next; free((char *) puzzles); puzzles = nextpuz; } if (puzzles == NULL) { freeSolutions(); sprintf(buf, "I can't solve it! (%d positions examined)", i); glutSetWindowTitle(buf); return 1; } return 1; } int selectPiece(int mousex, int mousey) { long hits; GLuint selectBuf[1024]; GLuint closest; GLuint dist; glSelectBuffer(1024, selectBuf); (void) glRenderMode(GL_SELECT); glInitNames(); /* Because LoadName() won't work with no names on the stack */ glPushName(0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPickMatrix(mousex, H - mousey, 4, 4, viewport); gluPerspective(45, viewport[2]*1.0/viewport[3], 0.1, 100.0); drawAll(); hits = glRenderMode(GL_RENDER); if (hits <= 0) { return 0; } closest = 0; dist = 0xFFFFFFFFU; //2147483647; while (hits) { if (selectBuf[(hits - 1) * 4 + 1] < dist) { dist = selectBuf[(hits - 1) * 4 + 1]; closest = selectBuf[(hits - 1) * 4 + 3]; } hits--; } return closest; } void nukePiece(int piece) { int i, j; for (i = 0; i < HEIGHT; i++) { for (j = 0; j < WIDTH; j++) { if (thePuzzle[i][j] == piece) { thePuzzle[i][j] = 0; } } } } void multMatrices(const GLfloat a[16], const GLfloat b[16], GLfloat r[16]) { int i, j; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { r[i * 4 + j] = a[i * 4 + 0] * b[0 * 4 + j] + a[i * 4 + 1] * b[1 * 4 + j] + a[i * 4 + 2] * b[2 * 4 + j] + a[i * 4 + 3] * b[3 * 4 + j]; } } } void makeIdentity(GLfloat m[16]) { m[0 + 4 * 0] = 1; m[0 + 4 * 1] = 0; m[0 + 4 * 2] = 0; m[0 + 4 * 3] = 0; m[1 + 4 * 0] = 0; m[1 + 4 * 1] = 1; m[1 + 4 * 2] = 0; m[1 + 4 * 3] = 0; m[2 + 4 * 0] = 0; m[2 + 4 * 1] = 0; m[2 + 4 * 2] = 1; m[2 + 4 * 3] = 0; m[3 + 4 * 0] = 0; m[3 + 4 * 1] = 0; m[3 + 4 * 2] = 0; m[3 + 4 * 3] = 1; } /* ** inverse = invert(src) */ int invertMatrix(const GLfloat src[16], GLfloat inverse[16]) { int i, j, k, swap; double t; GLfloat temp[4][4]; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { temp[i][j] = src[i * 4 + j]; } } makeIdentity(inverse); for (i = 0; i < 4; i++) { /* ** Look for largest element in column */ swap = i; for (j = i + 1; j < 4; j++) { if (fabs(temp[j][i]) > fabs(temp[i][i])) { swap = j; } } if (swap != i) { /* ** Swap rows. */ for (k = 0; k < 4; k++) { t = temp[i][k]; temp[i][k] = temp[swap][k]; temp[swap][k] = t; t = inverse[i * 4 + k]; inverse[i * 4 + k] = inverse[swap * 4 + k]; inverse[swap * 4 + k] = t; } } if (temp[i][i] == 0) { /* ** No non-zero pivot. The matrix is singular, which shouldn't ** happen. This means the user gave us a bad matrix. */ return 0; } t = temp[i][i]; for (k = 0; k < 4; k++) { temp[i][k] /= t; inverse[i * 4 + k] /= t; } for (j = 0; j < 4; j++) { if (j != i) { t = temp[j][i]; for (k = 0; k < 4; k++) { temp[j][k] -= temp[i][k] * t; inverse[j * 4 + k] -= inverse[i * 4 + k] * t; } } } } return 1; } /* ** This is a screwball function. What it does is the following: ** Given screen x and y coordinates, compute the corresponding object space ** x and y coordinates given that the object space z is 0.9 + OFFSETZ. ** Since the tops of (most) pieces are at z = 0.9 + OFFSETZ, we use that ** number. */ int computeCoords(int piece, int mousex, int mousey, GLfloat * selx, GLfloat * sely) { GLfloat modelMatrix[16]; GLfloat projMatrix[16]; GLfloat finalMatrix[16]; GLfloat in[4]; GLfloat a, b, c, d; GLfloat top, bot; GLfloat z; GLfloat w; GLfloat height; if (piece == 0) return 0; height = zsize[piece] - 0.1 + OFFSETZ; glGetFloatv(GL_PROJECTION_MATRIX, projMatrix); glGetFloatv(GL_MODELVIEW_MATRIX, modelMatrix); multMatrices(modelMatrix, projMatrix, finalMatrix); if (!invertMatrix(finalMatrix, finalMatrix)) return 0; in[0] = (2.0 * (mousex - viewport[0]) / viewport[2]) - 1; in[1] = (2.0 * ((H - mousey) - viewport[1]) / viewport[3]) - 1; a = in[0] * finalMatrix[0 * 4 + 2] + in[1] * finalMatrix[1 * 4 + 2] + finalMatrix[3 * 4 + 2]; b = finalMatrix[2 * 4 + 2]; c = in[0] * finalMatrix[0 * 4 + 3] + in[1] * finalMatrix[1 * 4 + 3] + finalMatrix[3 * 4 + 3]; d = finalMatrix[2 * 4 + 3]; /* ** Ok, now we need to solve for z: ** (a + b z) / (c + d z) = height. ** ("height" is the height in object space we want to solve z for) ** ** ==> a + b z = height c + height d z ** bz - height d z = height c - a ** z = (height c - a) / (b - height d) */ top = height * c - a; bot = b - height * d; if (bot == 0.0) return 0; z = top / bot; /* ** Ok, no problem. ** Now we solve for x and y. We know that w = c + d z, so we compute it. */ w = c + d * z; /* ** Now for x and y: */ *selx = (in[0] * finalMatrix[0 * 4 + 0] + in[1] * finalMatrix[1 * 4 + 0] + z * finalMatrix[2 * 4 + 0] + finalMatrix[3 * 4 + 0]) / w - OFFSETX; *sely = (in[0] * finalMatrix[0 * 4 + 1] + in[1] * finalMatrix[1 * 4 + 1] + z * finalMatrix[2 * 4 + 1] + finalMatrix[3 * 4 + 1]) / w - OFFSETY; return 1; } static int selected; static int selectx, selecty; static float selstartx, selstarty; void grabPiece(int piece, float selx, float sely) { int hit; selectx = int(selx); selecty = int(sely); if (selectx < 0 || selecty < 0 || selectx >= WIDTH || selecty >= HEIGHT) { return; } hit = thePuzzle[selecty][selectx]; if (hit != piece) return; if (hit) { movingPiece = hit; while (selectx > 0 && thePuzzle[selecty][selectx - 1] == movingPiece) { selectx--; } while (selecty > 0 && thePuzzle[selecty - 1][selectx] == movingPiece) { selecty--; } move_x = selectx; move_y = selecty; selected = 1; selstartx = selx; selstarty = sely; } else { selected = 0; } changeState(); } void moveSelection(float selx, float sely) { float deltax, deltay; int dir; Config newpieces; if (!selected) return; deltax = selx - selstartx; deltay = sely - selstarty; if (fabs(deltax) > fabs(deltay)) { deltay = 0; if (deltax > 0) { if (deltax > 1) deltax = 1; dir = 2; } else { if (deltax < -1) deltax = -1; dir = 0; } } else { deltax = 0; if (deltay > 0) { if (deltay > 1) deltay = 1; dir = 3; } else { if (deltay < -1) deltay = -1; dir = 1; } } if (canmove(thePuzzle, selectx, selecty, dir, newpieces)) { move_x = deltax + selectx; move_y = deltay + selecty; if (deltax > 0.5) { memcpy(thePuzzle, newpieces, HEIGHT * WIDTH); selectx++; selstartx++; } else if (deltax < -0.5) { memcpy(thePuzzle, newpieces, HEIGHT * WIDTH); selectx--; selstartx--; } else if (deltay > 0.5) { memcpy(thePuzzle, newpieces, HEIGHT * WIDTH); selecty++; selstarty++; } else if (deltay < -0.5) { memcpy(thePuzzle, newpieces, HEIGHT * WIDTH); selecty--; selstarty--; } } else { if (deltay > 0 && thePuzzle[selecty][selectx] == 10 && selectx == 1 && selecty == 3) { /* Allow visual movement of solution piece outside of the box */ move_x = selectx; move_y = sely - selstarty + selecty; } else { move_x = selectx; move_y = selecty; } } } void dropSelection(void) { if (!selected) return; movingPiece = 0; selected = 0; changeState(); } static int left_mouse, middle_mouse; static int mousex, mousey; static int solving; static int spinning; static float lastquat[4]; static int sel_piece; static void Reshape(int width, int height) { W = width; H = height; glViewport(0, 0, W, H); glGetIntegerv(GL_VIEWPORT, viewport); } void toggleSolve(void) { if (solving) { freeSolutions(); solving = 0; glutChangeToMenuEntry(1, (char *)"Solving", 1); glutSetWindowTitle((char *)"glpuzzle"); movingPiece = 0; } else { glutChangeToMenuEntry(1, (char *)"Stop solving", 1); glutSetWindowTitle((char *)"Solving..."); if (solvePuzzle()) { solving = 1; } } changeState(); glutPostRedisplay(); } void reset(void) { if (solving) { freeSolutions(); solving = 0; glutChangeToMenuEntry(1, (char *)"Solving", 1); glutSetWindowTitle((char *)"glpuzzle"); movingPiece = 0; changeState(); } memcpy(thePuzzle, startConfig, HEIGHT * WIDTH); glutPostRedisplay(); } void keyboard(unsigned char c, int x, int y) { int piece; switch (c) { case 27: exit(0); break; case 'D': case 'd': if (solving) { freeSolutions(); solving = 0; glutChangeToMenuEntry(1, (char *)"Solving", 1); glutSetWindowTitle((char *)"glpuzzle"); movingPiece = 0; changeState(); } piece = selectPiece(x, y); if (piece) { nukePiece(piece); } glutPostRedisplay(); break; case 'R': case 'r': reset(); break; case 'S': case 's': toggleSolve(); break; case 'b': case 'B': depth = 1 - depth; if (depth) { glEnable(GL_DEPTH_TEST); } else { glDisable(GL_DEPTH_TEST); } glutPostRedisplay(); break; default: break; } } void motion(int x, int y) { float selx, sely; if (middle_mouse && !left_mouse) { if (mousex != x || mousey != y) { trackball(lastquat, (2.0*mousex - W) / W, (H - 2.0*mousey) / H, (2.0*x - W) / W, (H - 2.0*y) / H); spinning = 1; } else { spinning = 0; } changeState(); } else { computeCoords(sel_piece, x, y, &selx, &sely); moveSelection(selx, sely); } mousex = x; mousey = y; glutPostRedisplay(); } void mouse(int b, int s, int x, int y) { float selx, sely; mousex = x; mousey = y; curX = x; curY = y; if (s == GLUT_DOWN) { switch (b) { case GLUT_LEFT_BUTTON: if (solving) { freeSolutions(); solving = 0; glutChangeToMenuEntry(1, (char *)"Solving", 1); glutSetWindowTitle((char *)"glpuzzle"); movingPiece = 0; } left_mouse = GL_TRUE; sel_piece = selectPiece(mousex, mousey); if (!sel_piece) { left_mouse = GL_FALSE; middle_mouse = GL_TRUE; // let it rotate object } else if (computeCoords(sel_piece, mousex, mousey, &selx, &sely)) { grabPiece(sel_piece, selx, sely); } glutPostRedisplay(); break; case GLUT_MIDDLE_BUTTON: middle_mouse = GL_TRUE; glutPostRedisplay(); break; } } else { if (left_mouse) { left_mouse = GL_FALSE; dropSelection(); glutPostRedisplay(); } else if (middle_mouse) { middle_mouse = GL_FALSE; glutPostRedisplay(); } } motion(x, y); } void animate(void) { if (spinning) { add_quats(lastquat, curquat, curquat); } glutPostRedisplay(); if (solving) { if (!continueSolving()) { solving = 0; glutChangeToMenuEntry(1, (char *)"Solving", 1); glutSetWindowTitle((char *)"glpuzzle"); } } if ((!solving && !spinning) || !visible) { glutIdleFunc(NULL); } } void changeState(void) { if (visible) { if (!solving && !spinning) { glutIdleFunc(NULL); } else { glutIdleFunc(animate); } } else { glutIdleFunc(NULL); } } void init(void) { static float lmodel_ambient[] = {0.0, 0.0, 0.0, 0.0}; static float lmodel_twoside[] = {GL_FALSE}; static float lmodel_local[] = {GL_FALSE}; static float light0_ambient[] = {0.1, 0.1, 0.1, 1.0}; static float light0_diffuse[] = {1.0, 1.0, 1.0, 0.0}; static float light0_position[] = {0.8660254, 0.5, 1, 0}; static float light0_specular[] = {0.0, 0.0, 0.0, 0.0}; static float bevel_mat_ambient[] = {0.0, 0.0, 0.0, 1.0}; static float bevel_mat_shininess[] = {40.0}; static float bevel_mat_specular[] = {0.0, 0.0, 0.0, 0.0}; static float bevel_mat_diffuse[] = {1.0, 0.0, 0.0, 0.0}; glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_DEPTH_TEST); glClearDepth(1.0); glClearColor(0.5, 0.5, 0.5, 0.0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glEnable(GL_LIGHT0); glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_local); glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glEnable(GL_LIGHTING); glMaterialfv(GL_FRONT, GL_AMBIENT, bevel_mat_ambient); glMaterialfv(GL_FRONT, GL_SHININESS, bevel_mat_shininess); glMaterialfv(GL_FRONT, GL_SPECULAR, bevel_mat_specular); glMaterialfv(GL_FRONT, GL_DIFFUSE, bevel_mat_diffuse); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glShadeModel(GL_FLAT); trackball(curquat, 0.0, 0.0, 0.0, 0.0); srandom(time(NULL)); } static void Usage(void) { puts("Usage: puzzle [-s]"); puts(" -s: Run in single buffered mode"); exit(-1); } void visibility(int v) { if (v == GLUT_VISIBLE) { visible = 1; } else { visible = 0; } changeState(); } void menu(int choice) { switch(choice) { case 1: toggleSolve(); break; case 2: reset(); break; case 3: exit(0); break; } } int main(int argc, char **argv) { long i; Fl::use_high_res_GL(1); glutInit(&argc, argv); for (i = 1; i < argc; i++) { if (argv[i][0] == '-') { switch (argv[i][1]) { case 's': doubleBuffer = 0; break; default: Usage(); } } else { Usage(); } } glutInitWindowSize(W, H); if (doubleBuffer) { glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE | GLUT_MULTISAMPLE); } else { glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_SINGLE | GLUT_MULTISAMPLE); } glutCreateWindow("glpuzzle"); visible = 1; // added for fltk, bug in original program? init(); glGetIntegerv(GL_VIEWPORT, viewport); puts(""); puts("r Reset puzzle"); puts("s Solve puzzle (may take a few seconds to compute)"); puts("d Destroy a piece - makes the puzzle easier"); puts("b Toggles the depth buffer on and off"); puts(""); puts("Left mouse moves pieces"); puts("Middle mouse spins the puzzle"); puts("Right mouse has menu"); glutReshapeFunc(Reshape); glutDisplayFunc(redraw); glutKeyboardFunc(keyboard); glutMotionFunc(motion); glutMouseFunc(mouse); glutVisibilityFunc(visibility); glutCreateMenu(menu); glutAddMenuEntry((char *)"Solve", 1); glutAddMenuEntry((char *)"Reset", 2); glutAddMenuEntry((char *)"Quit", 3); glutAttachMenu(GLUT_RIGHT_BUTTON); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ } #endif // added for fltk's distribution // // End of "$Id$". //