152 lines
6.0 KiB
C++
152 lines
6.0 KiB
C++
|
#include <raylib.h>
|
||
|
#include <rlgl.h>
|
||
|
|
||
|
enum Faces {
|
||
|
FRONT = 0,
|
||
|
RIGHT,
|
||
|
BACK,
|
||
|
LEFT,
|
||
|
BOTTOM,
|
||
|
TOP
|
||
|
};
|
||
|
|
||
|
struct RubikCube {
|
||
|
Faces faces[6];
|
||
|
};
|
||
|
|
||
|
void DrawCubeFace(Vector3 position, float size, Color color, Faces face);
|
||
|
|
||
|
// Function to draw a quad using four vertices and a color
|
||
|
void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color) {
|
||
|
rlSetTexture(0); // Disable textures
|
||
|
rlBegin(RL_QUADS); // Begin drawing quads
|
||
|
rlColor4ub(color.r, color.g, color.b, color.a); // Set quad color
|
||
|
|
||
|
// Define the four vertices of the quad
|
||
|
rlVertex3f(v1.x, v1.y, v1.z);
|
||
|
rlVertex3f(v2.x, v2.y, v2.z);
|
||
|
rlVertex3f(v3.x, v3.y, v3.z);
|
||
|
rlVertex3f(v4.x, v4.y, v4.z);
|
||
|
|
||
|
rlEnd(); // End drawing quads
|
||
|
}
|
||
|
|
||
|
// Function to draw a smaller cube at a given position with different colored faces
|
||
|
void DrawRubikCubePart(Vector3 position, float size) {
|
||
|
// Draw individual colored faces for each side
|
||
|
DrawCubeFace(position, size, GREEN, FRONT); // FRONT face
|
||
|
DrawCubeFace(position, size, RED, BACK); // BACK face
|
||
|
DrawCubeFace(position, size, BLUE, RIGHT); // RIGHT face
|
||
|
DrawCubeFace(position, size, ORANGE, LEFT); // LEFT face
|
||
|
DrawCubeFace(position, size, YELLOW, TOP); // TOP face
|
||
|
DrawCubeFace(position, size, WHITE, BOTTOM); // BOTTOM face
|
||
|
}
|
||
|
|
||
|
// Function to draw a colored face of the cube
|
||
|
void DrawCubeFace(Vector3 position, float size, Color color, Faces face) {
|
||
|
float halfSize = size / 2;
|
||
|
|
||
|
switch (face) {
|
||
|
case FRONT: // Z is negative, facing front
|
||
|
DrawQuad(
|
||
|
(Vector3){ position.x - halfSize, position.y + halfSize, position.z - halfSize }, // Top-left
|
||
|
(Vector3){ position.x + halfSize, position.y + halfSize, position.z - halfSize }, // Top-right
|
||
|
(Vector3){ position.x + halfSize, position.y - halfSize, position.z - halfSize }, // Bottom-right
|
||
|
(Vector3){ position.x - halfSize, position.y - halfSize, position.z - halfSize }, // Bottom-left
|
||
|
color
|
||
|
);
|
||
|
break;
|
||
|
case BACK: // Z is positive, facing back
|
||
|
DrawQuad(
|
||
|
(Vector3){ position.x + halfSize, position.y + halfSize, position.z + halfSize }, // Top-right
|
||
|
(Vector3){ position.x - halfSize, position.y + halfSize, position.z + halfSize }, // Top-left
|
||
|
(Vector3){ position.x - halfSize, position.y - halfSize, position.z + halfSize }, // Bottom-left
|
||
|
(Vector3){ position.x + halfSize, position.y - halfSize, position.z + halfSize }, // Bottom-right
|
||
|
color
|
||
|
);
|
||
|
break;
|
||
|
case RIGHT: // X is positive, facing right
|
||
|
DrawQuad(
|
||
|
(Vector3){ position.x + halfSize, position.y + halfSize, position.z - halfSize }, // Top-front
|
||
|
(Vector3){ position.x + halfSize, position.y + halfSize, position.z + halfSize }, // Top-back
|
||
|
(Vector3){ position.x + halfSize, position.y - halfSize, position.z + halfSize }, // Bottom-back
|
||
|
(Vector3){ position.x + halfSize, position.y - halfSize, position.z - halfSize }, // Bottom-front
|
||
|
color
|
||
|
);
|
||
|
break;
|
||
|
case LEFT: // X is negative, facing left
|
||
|
DrawQuad(
|
||
|
(Vector3){ position.x - halfSize, position.y + halfSize, position.z + halfSize }, // Top-back
|
||
|
(Vector3){ position.x - halfSize, position.y + halfSize, position.z - halfSize }, // Top-front
|
||
|
(Vector3){ position.x - halfSize, position.y - halfSize, position.z - halfSize }, // Bottom-front
|
||
|
(Vector3){ position.x - halfSize, position.y - halfSize, position.z + halfSize }, // Bottom-back
|
||
|
color
|
||
|
);
|
||
|
break;
|
||
|
case TOP: // Y is positive, facing up
|
||
|
DrawQuad(
|
||
|
(Vector3){ position.x - halfSize, position.y + halfSize, position.z + halfSize }, // Back-left
|
||
|
(Vector3){ position.x + halfSize, position.y + halfSize, position.z + halfSize }, // Back-right
|
||
|
(Vector3){ position.x + halfSize, position.y + halfSize, position.z - halfSize }, // Front-right
|
||
|
(Vector3){ position.x - halfSize, position.y + halfSize, position.z - halfSize }, // Front-left
|
||
|
color
|
||
|
);
|
||
|
break;
|
||
|
case BOTTOM: // Y is negative, facing down
|
||
|
DrawQuad(
|
||
|
(Vector3){ position.x - halfSize, position.y - halfSize, position.z - halfSize }, // Front-left
|
||
|
(Vector3){ position.x + halfSize, position.y - halfSize, position.z - halfSize }, // Front-right
|
||
|
(Vector3){ position.x + halfSize, position.y - halfSize, position.z + halfSize }, // Back-right
|
||
|
(Vector3){ position.x - halfSize, position.y - halfSize, position.z + halfSize }, // Back-left
|
||
|
color
|
||
|
);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int main() {
|
||
|
InitWindow(1920, 1080, "Rubik's Cube");
|
||
|
|
||
|
Camera3D camera = { 0 };
|
||
|
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
|
||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||
|
camera.fovy = 45.0f;
|
||
|
camera.projection = CAMERA_PERSPECTIVE;
|
||
|
|
||
|
SetTargetFPS(60);
|
||
|
DisableCursor();
|
||
|
|
||
|
while (!WindowShouldClose()) {
|
||
|
// Update
|
||
|
UpdateCamera(&camera, CAMERA_FREE);
|
||
|
|
||
|
BeginDrawing();
|
||
|
ClearBackground(RAYWHITE);
|
||
|
|
||
|
BeginMode3D(camera);
|
||
|
|
||
|
// Draw the 3x3x3 Rubik's Cube
|
||
|
for (int x = -1; x <= 1; x++) {
|
||
|
for (int y = -1; y <= 1; y++) {
|
||
|
for (int z = -1; z <= 1; z++) {
|
||
|
Vector3 position = { x * 2.1f, y * 2.1f, z * 2.1f };
|
||
|
DrawRubikCubePart(position, 2.0f);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DrawGrid(10, 1.0f); // Optional grid for reference
|
||
|
|
||
|
EndMode3D();
|
||
|
|
||
|
DrawText("Rubik's Cube", 10, 10, 20, DARKGRAY);
|
||
|
|
||
|
EndDrawing();
|
||
|
}
|
||
|
|
||
|
CloseWindow();
|
||
|
|
||
|
return 0;
|
||
|
}
|