Add most of the cube, missing top and bottom
This commit is contained in:
parent
00507bc269
commit
abc4e02a4b
5
.vscode/settings.json
vendored
Normal file
5
.vscode/settings.json
vendored
Normal file
@ -0,0 +1,5 @@
|
||||
{
|
||||
"files.associations": {
|
||||
"xiosbase": "cpp"
|
||||
}
|
||||
}
|
273
main.cpp
273
main.cpp
@ -1,7 +1,8 @@
|
||||
#include <raylib.h>
|
||||
#include <raymath.h>
|
||||
#include <rlgl.h>
|
||||
|
||||
enum Faces {
|
||||
enum CubeFace {
|
||||
FRONT = 0,
|
||||
RIGHT,
|
||||
BACK,
|
||||
@ -10,142 +11,176 @@ enum Faces {
|
||||
TOP
|
||||
};
|
||||
|
||||
struct RubikCube {
|
||||
Faces faces[6];
|
||||
struct VecTriangle {
|
||||
Vector3 pointOne;
|
||||
Vector3 pointTwo;
|
||||
Vector3 pointThree;
|
||||
};
|
||||
|
||||
void DrawCubeFace(Vector3 position, float size, Color color, Faces face);
|
||||
struct Plane3D {
|
||||
VecTriangle one;
|
||||
VecTriangle two;
|
||||
Color color;
|
||||
};
|
||||
|
||||
// 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
|
||||
struct RubixCube {
|
||||
Plane3D faces[6][9];
|
||||
Vector3 pos;
|
||||
};
|
||||
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
void DrawRubixCube(RubixCube* cube);
|
||||
void DrawPlane3D(Plane3D* plane);
|
||||
Plane3D CreatePlane3D(float width, float height);
|
||||
Plane3D CreatePlane3D(float width, float height, Vector3 position, Color color);
|
||||
Plane3D CreatePlane3D(float width, float height, Vector3 position, Color color, Vector3 normal);
|
||||
RubixCube CreateRubixCube(Vector3 position, float size);
|
||||
|
||||
int main() {
|
||||
InitWindow(1920, 1080, "Rubik's Cube");
|
||||
SetConfigFlags(FLAG_VSYNC_HINT);
|
||||
InitWindow(1920, 1080, "Rubix 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();
|
||||
|
||||
Camera3D cam = { 0 };
|
||||
cam.position = { 10.0f, 10.0f, 10.0f };
|
||||
cam.target = { 0.0f, 0.0f, 0.0f };
|
||||
cam.up = { 0.0f, 1.0f, 0.0f };
|
||||
cam.fovy = 45.0f;
|
||||
cam.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
RubixCube cube = CreateRubixCube({0.0f, 0.0f, 0.0f}, 3.0f);
|
||||
|
||||
// Disable backface culling
|
||||
rlDisableBackfaceCulling();
|
||||
|
||||
while (!WindowShouldClose()) {
|
||||
// Update
|
||||
UpdateCamera(&camera, CAMERA_FREE);
|
||||
|
||||
UpdateCamera(&cam, CAMERA_FREE);
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
ClearBackground(GRAY);
|
||||
BeginMode3D(cam);
|
||||
|
||||
BeginMode3D(camera);
|
||||
DrawRubixCube(&cube);
|
||||
|
||||
// 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
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Rubik's Cube", 10, 10, 20, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void DrawRubixCube(RubixCube* cube) {
|
||||
for (int face = 0; face < 6; face++) {
|
||||
for (int i = 0; i < 9; i++) {
|
||||
DrawPlane3D(&cube->faces[face][i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RubixCube CreateRubixCube(Vector3 position, float size) {
|
||||
RubixCube cube;
|
||||
cube.pos = position;
|
||||
|
||||
float planeSize = size / 3.0f;
|
||||
int faceIndex;
|
||||
|
||||
// Loop through each face and assign the 3x3 planes
|
||||
for (int face = 0; face < 6; face++) {
|
||||
faceIndex = 0; // Reset faceIndex for each face
|
||||
for (int x = -1; x <= 1; x++) {
|
||||
for (int y = -1; y <= 1; y++) {
|
||||
Vector3 planePos = { position.x + x * planeSize, position.y + y * planeSize, position.z };
|
||||
|
||||
switch (face) {
|
||||
case FRONT: // FRONT face (Z positive) - RED
|
||||
planePos = { position.x + x * planeSize, position.y + y * planeSize, position.z + size / 2 };
|
||||
cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, RED, {0, 0, 1});
|
||||
break;
|
||||
case BACK: // BACK face (Z negative) - ORANGE
|
||||
planePos = { position.x + x * planeSize, position.y + y * planeSize, position.z - size / 2 };
|
||||
cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, ORANGE, {0, 0, -1});
|
||||
break;
|
||||
case LEFT: // LEFT face (X negative) - BLUE
|
||||
planePos = { position.x - size / 2, position.y + y * planeSize, position.z + x * planeSize };
|
||||
cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, BLUE, {-1, 0, 0});
|
||||
break;
|
||||
case RIGHT: // RIGHT face (X positive) - GREEN
|
||||
planePos = { position.x + size / 2, position.y + y * planeSize, position.z + x * planeSize };
|
||||
cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, GREEN, {1, 0, 0});
|
||||
break;
|
||||
case TOP: // TOP face (Y positive) - YELLOW
|
||||
planePos = { position.x + x * planeSize, position.y + size / 2, position.z + y * planeSize };
|
||||
cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, YELLOW, {0, 1, 0});
|
||||
break;
|
||||
case BOTTOM: // BOTTOM face (Y negative) - WHITE
|
||||
planePos = { position.x + x * planeSize, position.y - size / 2, position.z + y * planeSize };
|
||||
cube.faces[face][faceIndex++] = CreatePlane3D(planeSize, planeSize, planePos, WHITE, {0, -1, 0});
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return cube;
|
||||
}
|
||||
|
||||
void DrawPlane3D(Plane3D* plane) {
|
||||
DrawTriangle3D(plane->one.pointOne, plane->one.pointTwo, plane->one.pointThree, plane->color);
|
||||
DrawTriangle3D(plane->two.pointOne, plane->two.pointTwo, plane->two.pointThree, plane->color);
|
||||
}
|
||||
|
||||
Plane3D CreatePlane3D(float width, float height) {
|
||||
Plane3D plane3D;
|
||||
plane3D.color = BLUE;
|
||||
|
||||
plane3D.one.pointOne = { -width / 2.0f, -height / 2.0f, 0.0f };
|
||||
plane3D.one.pointTwo = { width / 2.0f, -height / 2.0f, 0.0f };
|
||||
plane3D.one.pointThree = { -width / 2.0f, height / 2.0f, 0.0f };
|
||||
|
||||
plane3D.two.pointOne = { width / 2.0f, -height / 2.0f, 0.0f };
|
||||
plane3D.two.pointTwo = { width / 2.0f, height / 2.0f, 0.0f };
|
||||
plane3D.two.pointThree = { -width / 2.0f, height / 2.0f, 0.0f };
|
||||
|
||||
return plane3D;
|
||||
}
|
||||
|
||||
Plane3D CreatePlane3D(float width, float height, Vector3 position, Color color) {
|
||||
Plane3D plane3D;
|
||||
plane3D.color = color;
|
||||
|
||||
plane3D.one.pointOne = { position.x - width / 2.0f, position.y - height / 2.0f, position.z };
|
||||
plane3D.one.pointTwo = { position.x + width / 2.0f, position.y - height / 2.0f, position.z };
|
||||
plane3D.one.pointThree = { position.x - width / 2.0f, position.y + height / 2.0f, position.z };
|
||||
|
||||
plane3D.two.pointOne = { position.x + width / 2.0f, position.y - height / 2.0f, position.z };
|
||||
plane3D.two.pointTwo = { position.x + width / 2.0f, position.y + height / 2.0f, position.z };
|
||||
plane3D.two.pointThree = { position.x - width / 2.0f, position.y + height / 2.0f, position.z };
|
||||
|
||||
return plane3D;
|
||||
}
|
||||
|
||||
Plane3D CreatePlane3D(float width, float height, Vector3 position, Color color, Vector3 normal) {
|
||||
Plane3D plane3D;
|
||||
plane3D.color = color;
|
||||
|
||||
Vector3 right = {normal.z, 0, -normal.x}; // Calculate right vector from normal
|
||||
Vector3 up = {0, 1, 0}; // Default up direction
|
||||
|
||||
if (normal.x != 0 || normal.z != 0) {
|
||||
up = {0, 1, 0}; // Keep vertical for non-top/bottom faces
|
||||
}
|
||||
|
||||
// First triangle (bottom-left, bottom-right, top-left)
|
||||
plane3D.one.pointOne = Vector3Add(Vector3Add(position, Vector3Scale(right, -width / 2)), Vector3Scale(up, -height / 2));
|
||||
plane3D.one.pointTwo = Vector3Add(Vector3Add(position, Vector3Scale(right, width / 2)), Vector3Scale(up, -height / 2));
|
||||
plane3D.one.pointThree = Vector3Add(Vector3Add(position, Vector3Scale(right, -width / 2)), Vector3Scale(up, height / 2));
|
||||
|
||||
// Second triangle (bottom-right, top-right, top-left)
|
||||
plane3D.two.pointOne = Vector3Add(Vector3Add(position, Vector3Scale(right, width / 2)), Vector3Scale(up, -height / 2));
|
||||
plane3D.two.pointTwo = Vector3Add(Vector3Add(position, Vector3Scale(right, width / 2)), Vector3Scale(up, height / 2));
|
||||
plane3D.two.pointThree = Vector3Add(Vector3Add(position, Vector3Scale(right, -width / 2)), Vector3Scale(up, height / 2));
|
||||
|
||||
return plane3D;
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user