commit for push

This commit is contained in:
2026-04-26 12:08:07 -05:00
parent 13f84fc9bc
commit ee24681d07
3 changed files with 261 additions and 41 deletions

View File

@@ -39,6 +39,7 @@ namespace Archimedes {
glm::vec3 moveTo(glm::vec3 pos) {
worldTransform = glm::translate(worldTransform, pos - position);
position = pos;
//position = glm::vec3(worldTransform[3][0], worldTransform[3][1], worldTransform[3][2]);
return position;
}

View File

@@ -73,10 +73,11 @@ void Rubiks::onLoad() {
void Rubiks::run() {
static float scale = 0.8f, scalePrev = 1.0f;
static float scale = 0.96f;
//static float scalePrev = 1.0f;
static glm::vec3 pos(0), rot(0);
static glm::vec3 posPrev(0), rotPrev(0);
//static glm::vec3 posPrev(0), rotPrev(0);
static glm::vec3 camPos(0.0f, 0.0f, 10.0f), camRot(0.0f, glm::pi<float>(), 0.0f);
static glm::vec3 camPosPrev(0.0f, 0.0f, 10.0f), camRotPrev(0.0f, glm::pi<float>(), 0.0f);
@@ -97,11 +98,12 @@ void Rubiks::run() {
camPosPrev = camPos;
camRotPrev = camRot;
for(auto& b : rubiksCube.getBlocks()) {
b.scaleTo(scale);
b.body.scaleTo(scale);
window->getRenderer()->draw(
b.getMesh(),
b.getTransform(),
b.body.getMesh(),
b.body.getTransform(),
camera.getTransform(),
camera.getPerspective(),
color
@@ -144,6 +146,27 @@ void Rubiks::run() {
ImGui::SliderFloat("cube scale", &scale, 0.01f, 10.0f);
static bool updateCube = true;
ImGui::Checkbox("auto update cube", &updateCube);
if(updateCube) {
rubiksCube.update();
}
if(ImGui::Button("step cube")) {
rubiksCube.update();
}
if(ImGui::Button("xb")) {
rubiksCube.doTurn(RubiksCube::Plate::X_Bottom, false);
}
if(ImGui::Button("yt")) {
rubiksCube.doTurn(RubiksCube::Plate::Y_Top, false);
}
if(ImGui::Button("solve")) {
rubiksCube.solve();
}
if(ImGui::Button("Reset Window Size")) {
app->emitEvent(new Archimedes::ResizeWindowEvent(500, 500));

View File

@@ -9,8 +9,8 @@
#include "utils/Renderer/Renderer.h"
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
#include <stack>
#include <queue>
class RubiksCube {
@@ -35,69 +35,265 @@ class RubiksCube {
r->setupRenderTarget(rt);
for(int i = 0; i < blocks.size(); i++) {
blocks.at(i) = Archimedes::Body(rt);
blocks.at(i).moveTo(positions.at(i));
blocks.at(i).body = Archimedes::Body(rt);
blocks.at(i).body.moveTo(positions.at(i));
switch((int)positions.at(i).x) {
case -1:
blocks.at(i).plates |= Plate::X_Bottom;
break;
case 0:
blocks.at(i).plates |= Plate::X_Middle;
break;
case 1:
blocks.at(i).plates |= Plate::X_Top;
break;
}
switch((int)positions.at(i).y) {
case -1:
blocks.at(i).plates |= Plate::Y_Bottom;
break;
case 0:
blocks.at(i).plates |= Plate::Y_Middle;
break;
case 1:
blocks.at(i).plates |= Plate::Y_Top;
break;
}
switch((int)positions.at(i).z) {
case -1:
blocks.at(i).plates |= Plate::Z_Bottom;
break;
case 0:
blocks.at(i).plates |= Plate::Z_Middle;
break;
case 1:
blocks.at(i).plates |= Plate::Z_Top;
break;
}
}
}
std::vector<Archimedes::Body> getBlocks() { return blocks; }
enum Plate {
X_Bottom = 1 << 0,
X_Middle = 1 << 1,
X_Top = 1 << 2,
enum class Direction {
X, Y, Z
Y_Bottom = 1 << 3,
Y_Middle = 1 << 4,
Y_Top = 1 << 5,
Z_Bottom = 1 << 6,
Z_Middle= 1 << 7,
Z_Top = 1 << 8
};
enum class Plate {
Top = 1, Middle = 0, Bottom = -1
struct Block {
Archimedes::Body body;
int plates = 0;
};
std::vector<Block> getBlocks() { return blocks; }
void orbit(Archimedes::Body& body, glm::vec3 center, glm::vec3 direction, float radians) {
glm::vec3 o = body.getPosition() - center;
direction = glm::normalize(glm::cross(glm::cross(o, direction), o));
//direction = glm::normalize(glm::cross(glm::cross(o, direction), o));
body.setTransform(glm::rotate(body.getTransform(), radians, direction));
glm::vec3 a = glm::cross(direction, o);
glm::vec3 b = glm::cross(a, direction);
glm::vec3 v = glm::cos(radians) * glm::normalize(b) - glm::sin(radians) * glm::normalize(a);
glm::vec3 r = glm::length(o) * glm::normalize(v);
if(o != glm::vec3(0.0f)) {
body.moveTo(center + r);
}
body.rotateRel(radians * direction);
}
std::vector<Archimedes::Body> selectPlate(Plate plate, Direction direction) {
std::vector<Archimedes::Body> p;
p.reserve(plate == Plate::Middle ? 8 : 9);
switch(direction) {
case Direction::X:
struct Turn {
Plate plate;
bool reverse;
};
std::stack<Turn> turnStack;
std::queue<Turn> turnQueue;
bool goNext = true;
bool solving = false;
int frames = 120;
int frame = 120;
void rotatePlate(Turn turn, float radians) {
if(turn.reverse) {
radians = -radians;
}
switch(turn.plate) {
case Plate::X_Bottom:
case Plate::X_Middle:
case Plate::X_Top:
for(auto& b : blocks) {
if(b.getPosition().x == (float)plate) {
p.push_back(b);
if(b.plates & turn.plate) {
float p = -1 * (turn.plate & Plate::X_Bottom) / Plate::X_Bottom + (turn.plate & Plate::X_Top) / Plate::X_Top;
orbit(b.body, glm::vec3(p, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), radians / 2);
orbit(b.body, glm::vec3(p, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), radians / 2);
}
}
break;
case Direction::Y:
break;
case Direction::Z:
break;
default:
break;
}
case Plate::Y_Bottom:
case Plate::Y_Middle:
case Plate::Y_Top:
for(auto& b : blocks) {
return p;
}
if(b.plates & turn.plate) {
float p = -1 * (turn.plate & Plate::Y_Bottom) / Plate::Y_Bottom + (turn.plate & Plate::Y_Top) / Plate::Y_Top;
orbit(b.body, glm::vec3(0.0f, p, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), radians / 2);
orbit(b.body, glm::vec3(0.0f, p, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), radians / 2);
}
}
break;
case Plate::Z_Bottom:
case Plate::Z_Middle:
case Plate::Z_Top:
for(auto& b : blocks) {
void turn(Plate plate, Direction direction) {
switch(direction) {
case Direction::X:
break;
case Direction::Y:
break;
case Direction::Z:
if(b.plates & turn.plate) {
float p = -1 * (turn.plate & Plate::Z_Bottom) / Plate::Z_Bottom + (turn.plate & Plate::Z_Top) / Plate::Z_Top;
orbit(b.body, glm::vec3(0.0f, 0.0f, p), glm::vec3(0.0f, 0.0f, 1.0f), radians / 2);
orbit(b.body, glm::vec3(0.0f, 0.0f, p), glm::vec3(0.0f, 0.0f, 1.0f), radians / 2);
}
}
break;
default:
break;
}
}
void update() {}
void doTurn(Plate plate, bool reverse) {
turnQueue.push({
plate,
reverse
});
}
void snap() {
bool repeat = true;
for(auto& b : blocks) {
glm::vec3 pos = glm::vec3(b.body.getTransform()[3][0], b.body.getTransform()[3][1], b.body.getTransform()[3][2]);
pos = glm::round(pos);
b.body.moveTo(pos);
b.body.rotateTo(glm::round(b.body.getRotation() * 2.0f / glm::pi<float>()) * glm::pi<float>() / 2.0f);
//glm::vec3 pos = b.body.getPosition();
if(repeat) {
std::cout << b.body.getTransform()[3][0] << " " << b.body.getTransform()[3][1] << " " << b.body.getTransform()[3][2] << std::endl;
std::cout << pos.x << " " << pos.y << " " << pos.z << std::endl;
std::cout << std::endl;
repeat = false;
}
b.plates = 0;
switch((int)pos.x) {
case -1:
b.plates |= Plate::X_Bottom;
break;
case 0:
b.plates |= Plate::X_Middle;
break;
case 1:
b.plates |= Plate::X_Top;
break;
}
switch((int)pos.y) {
case -1:
b.plates |= Plate::Y_Bottom;
break;
case 0:
b.plates |= Plate::Y_Middle;
break;
case 1:
b.plates |= Plate::Y_Top;
break;
}
switch((int)pos.z) {
case -1:
b.plates |= Plate::Z_Bottom;
break;
case 0:
b.plates |= Plate::Z_Middle;
break;
case 1:
b.plates |= Plate::Z_Top;
break;
}
}
}
void update() {
if(!turnQueue.empty()) {
rotatePlate(turnQueue.front(), glm::radians(90.0f) / frames);
goNext = --frame <= 0;
} else if(solving) {
solving = false;
}
if(!turnQueue.empty() && goNext) {
snap();
frame = frames;
goNext = false;
if(!solving) {
turnStack.push({
turnQueue.front().plate,
!turnQueue.front().reverse
});
}
turnQueue.pop();
}
}
void solve() {
while(!turnStack.empty()) {
turnQueue.push(turnStack.top());
turnStack.pop();
}
solving = true;
}
private:
std::vector<Archimedes::Body> blocks = std::vector<Archimedes::Body>(26);
std::vector<Block> blocks = std::vector<Block>(26);
std::vector<glm::vec3> positions = {
glm::vec3(-1.0f, 1.0f, 1.0f), glm::vec3(0.0f, 1.0f, 1.0f), glm::vec3(1.0f, 1.0f, 1.0f),