Exemple #1
0
setup_lcube()
{
	window(-800.0, 800.0, -800.0, 800.0, -800.0, 800.0);
	lookat(0.0, 0.0, 1500.0, 0.0, 0.0, 0.0, 0);

	linewidth(3);

	/*
	 * Start with a very ordinary filled cube like the old demo..
	 */


	makecube(filledthing);
	makecube(outlinething);

	backbuffer(1);

}
Exemple #2
0
void make_center()
{
  glPushMatrix();
  glTranslatef( F, 0, 0);
  makecube(W,Y,R,O,B,G);
  glPopMatrix();

  glPushMatrix();
  glTranslatef(-F, 0, 0);
  makecube(W,Y,R,O,B,G);
  glPopMatrix();

  glPushMatrix();
  glTranslatef( 0, F, 0);
  makecube(W,Y,R,O,B,G);
  glPopMatrix();

  glPushMatrix();
  glTranslatef( 0,-F, 0);
  makecube(W,Y,R,O,B,G);
  glPopMatrix();

  glPushMatrix();
  glTranslatef( 0, 0, F);
  makecube(W,Y,R,O,B,G);
  glPopMatrix();

  glPushMatrix();
  glTranslatef( 0, 0,-F);
  makecube(W,Y,R,O,B,G);
  glPopMatrix();
}
Exemple #3
0
void addCubes(){

	int i, j, k;
	//vec3 translation = vec3(0.0, 0.0, 0.0) ;
	for(i = 0 ; i < n ; i++){
		for(j = 0 ; j < n ; j++){
			for(k = 0 ; k < n ; k++){
				//translation[Xaxis] = ( i/n - 0.5) * cubeSpread ;
				//translation[Yaxis] = ( j/n - 0.5) * cubeSpread ;
				//translation[Zaxis] = ( k/n - 0.5) * cubeSpread ;
				//colorcube(translation) ;
				makecube() ;
				glBindTexture(GL_TEXTURE_2D, texture[filter]);              // Select A Texture Based On filter
				glTranslatef(cubeSpread,0.0f,0.0f);
			}
			glTranslatef(-(cubeSpread * n),cubeSpread,0.0f);
		}
		glTranslatef(0.0f,-(cubeSpread * n),cubeSpread);
	}
	//centers it...kind of
	//for(i = 0 ; i < NumVertices ; i++) points[i] = Scale(0.125,0.125,0.125) * Translate(-cubeSpread * n/ 2, -cubeSpread * n / 2, -cubeSpread * n / 2) * points[i] ; 

}
Exemple #4
0
void make_corner(char permu, int ori,int u,int b, int l, int f, int d, int r)
{
  glPushMatrix();

  switch(permu){
  case('a'):
    glTranslatef(-F, F,-F);
    glRotatef(0,0,1,0);    
    break;
  case('b'):
    glTranslatef( F, F,-F);
    glRotatef(-90,0,1,0);
    break;
  case('c'):
    glTranslatef( F, F, F);
    glRotatef(-180,0,1,0);
    break;
  case('d'):
    glTranslatef(-F, F, F);
    glRotatef(-270,0,1,0);
    break;
  case('e'):
    glTranslatef(-F,-F,-F);
    glRotatef(-180,1,0,0);
    glRotatef(-270,0,1,0);
    break;
  case('f'):
    glTranslatef( F,-F,-F);
    glRotatef(-180,1,0,0);
    glRotatef(-180,0,1,0);

    break;
  case('g'):
    glTranslatef( F,-F, F);
    glRotatef(-180,1,0,0);
    glRotatef(-90,0,1,0);

    break;
  case('h'):
    glTranslatef(-F,-F, F);
    glRotatef(-180,1,0,0);
    glRotatef(-0,0,1,0);
   
    break;
  default:
    break;
  }
  switch(ori){
  case(0):
    break;
  case(1):
    glRotatef(-240,-1,1,-1);
    break;
  case(-1):
    glRotatef(-120,-1,1,-1);
    break;
  default:
    break;
  }
   
  makecube(u,d,f,b,r,l);
  glPopMatrix();
}
Exemple #5
0
void make_edge(int permu, int ori, int u, int b, int l, int f, int d, int r)
{
  glPushMatrix();
  switch(permu){
  case(1):
    glTranslatef( 0, F,-F);
    glRotatef(0,0,1,0);
    break;
  case(2):
    glTranslatef( F, F, 0);
    glRotatef(-90,0,1,0);
    break;
  case(3):
    glTranslatef( 0, F, F);
    glRotatef(-180,0,1,0);
    break;
  case(4):
    glTranslatef(-F, F, 0);
    glRotatef(-270,0,1,0);
    break;
  case(5):
    glTranslatef(-F, 0,-F);
    glRotatef( 90,0,1,0); 
    glRotatef(-90,0,0,1);
    break;
  case(6):
    glTranslatef( F, 0,-F);
    glRotatef(-90,0,1,0);
    glRotatef(90,0,0,1);
    break;
  case(7):
    glTranslatef( F, 0, F);
    glRotatef(-90,0,1,0);
    glRotatef(-90,0,0,1);
    break;
  case(8):
    glTranslatef(-F, 0, F);
    glRotatef(90,0,1,0);
    glRotatef(90,0,0,1);
    break;
  case(9):
    glTranslatef( 0,-F,-F);
    glRotatef(-180,0,0,1);
    glRotatef(0,0,1,0);
    break;
  case(10):
    glTranslatef( F,-F, 0);
    glRotatef(-180,0,0,1);
    glRotatef( 90,0,1,0);
    break;
  case(11):
    glTranslatef( 0,-F, F);
    glRotatef(-180,0,0,1);
    glRotatef(180,0,1,0);
    break;
  case(12):
    glTranslatef( -F,-F, 0);
    glRotatef(-180,0,0,1);
    glRotatef(270,0,1,0);
    break;
  default:
    break;
  }
  switch(ori){
  case(0):
    break;
  case(1):
    glRotatef(-180, 0,1,-1);
    break;
  default:
    break;
  }
  makecube(u,d,f,b,r,l);
  glPopMatrix();
}