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Copy pathsticker.cpp
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161 lines (127 loc) · 3.92 KB
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#include <sticker.h>
// Inicializa constantes estaticas
VAO *Sticker::sticker_sd;
GLfloat Sticker::offset = 0.5L;
// Constructor
Sticker::Sticker (const FACE &dir, Texture *const img)
{
// Asigna direccion y textura
side = dir;
texture_sd = img;
// Construye la etiqueta indicada
switch (side)
{
// Arriba
case Sticker::UP:
pos_1.y = Sticker::offset;
// Blanco
type = Sticker::WHITE;
color = glm::vec4(0.8F, 0.8F, 0.8F, 1.0F);
break;
// Abajo
case Sticker::DOWN:
pos_1.y = -Sticker::offset;
rot_1 = glm::angleAxis(Object::PI, glm::vec3(1.0F, 0.0F, 0.0F));
// Amarillo
type = Sticker::YELLOW;
color = glm::vec4(0.8F, 0.8F, 0.0F, 1.0F);
break;
// Izquierda
case Sticker::LEFT:
pos_1.x = -Sticker::offset;
rot_1 = glm::angleAxis(Object::PI_2, glm::vec3(0.0F, 0.0F, 1.0F));
// Naranja
type = Sticker::ORANGE;
color = glm::vec4(0.8F, 0.376F, 0.0F, 1.0F);
break;
// Derecha
case Sticker::RIGHT:
pos_1.x = Sticker::offset;
rot_1 = glm::angleAxis(-Object::PI_2, glm::vec3(0.0F, 0.0F, 1.0F));
// Rojo
type = Sticker::RED;
color = glm::vec4(0.8F, 0.0F, 0.0F, 1.0F);
break;
// Fente
case Sticker::FRONT:
pos_1.z = Sticker::offset;
rot_1 = glm::angleAxis(Object::PI_2, glm::vec3(1.0F, 0.0F, 0.0F));
// Verde
type = Sticker::GREEN;
color = glm::vec4(0.0F, 0.8F, 0.0F, 1.0F);
break;
// Atras
case Sticker::BACK:
pos_1.z = -Sticker::offset;
rot_1 = glm::angleAxis(-Object::PI_2, glm::vec3(1.0F, 0.0F, 0.0F));
// Azul
type = Sticker::BLUE;
color = glm::vec4(0.0F, 0.0F, 0.8F, 1.0F);
break;
// Ninguno
case Sticker::NONE:
type = Sticker::BLACK;
color = glm::vec4(0.0F, 0.0F, 0.0F, 1.0F);
break;
}
// Material
ambient = glm::vec4(0.5F, 0.5F, 0.5F, 1.0F);
diffuse = color;
specular = glm::vec4(0.2F, 0.2F, 0.2F, 1.0F);
shininess = 64.0F;
}
// Dibujar
void Sticker::draw () const
{
// Copio la matriz actual
glPushMatrix();
// Transformaciones
glTranslatef(pos_1.x, pos_1.y, pos_1.z);
glMultMatrixf(glm::value_ptr(glm::mat4_cast(rot_1)));
// Material
loadMaterial();
// Dibujar objeto
if (texture_sd != NULL) texture_sd->enable();
sticker_sd->draw();
if (texture_sd != NULL) texture_sd->disable();
// Regresa a la matriz anterior
glPopMatrix();
}
// Obtiene el lado de la cara
Sticker::FACE Sticker::face () const
{
return side;
}
// Obtiene el tono de color
Sticker::COLOR Sticker::tone () const
{
return type;
}
// Rotar cara
void Sticker::turn(const Sticker::AXIS &dir)
{
if ((dir == Sticker::X0 && side == Sticker::FRONT) ||
(dir == Sticker::Z0 && side == Sticker::LEFT ) ||
(dir == Sticker::X1 && side == Sticker::BACK ) ||
(dir == Sticker::Z1 && side == Sticker::RIGHT)) {side = Sticker::UP; return;}
if ((dir == Sticker::X0 && side == Sticker::BACK ) ||
(dir == Sticker::Z0 && side == Sticker::RIGHT) ||
(dir == Sticker::X1 && side == Sticker::FRONT) ||
(dir == Sticker::Z1 && side == Sticker::LEFT)) {side = Sticker::DOWN; return;}
if ((dir == Sticker::Y0 && side == Sticker::FRONT) ||
(dir == Sticker::Z0 && side == Sticker::DOWN ) ||
(dir == Sticker::Y1 && side == Sticker::BACK ) ||
(dir == Sticker::Z1 && side == Sticker::UP )) {side = Sticker::LEFT; return;}
if ((dir == Sticker::Y0 && side == Sticker::BACK ) ||
(dir == Sticker::Z0 && side == Sticker::UP ) ||
(dir == Sticker::Y1 && side == Sticker::FRONT) ||
(dir == Sticker::Z1 && side == Sticker::DOWN )) {side = Sticker::RIGHT; return;}
if ((dir == Sticker::X0 && side == Sticker::DOWN ) ||
(dir == Sticker::Y0 && side == Sticker::RIGHT) ||
(dir == Sticker::X1 && side == Sticker::UP ) ||
(dir == Sticker::Y1 && side == Sticker::LEFT )) {side = Sticker::FRONT; return;}
if ((dir == Sticker::X0 && side == Sticker::UP ) ||
(dir == Sticker::Y0 && side == Sticker::LEFT ) ||
(dir == Sticker::X1 && side == Sticker::DOWN ) ||
(dir == Sticker::Y1 && side == Sticker::RIGHT)) {side = Sticker::BACK; return;}
}