feature: WIP GBA
cube is turning, but has some scalling issue vertically while turning allong z also need to implement quad detection along Y axis
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516
source/main.c
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516
source/main.c
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// SPDX-License-Identifier: CC0-1.0
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//
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// SPDX-FileContributor: Antonio Niño Díaz, 2022
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#include <stdint.h>
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#define GBA_SCREEN_W 240
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#define GBA_SCREEN_H 160
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#define REG_DISPCNT *((volatile uint16_t *)0x04000000)
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#define REG_KEYINPUT *((volatile uint16_t *)0x04000130)
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#define DEFAULT_REG_KEYINPUT *((volatile uint16_t *)0x04000130)
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#define KEY_DOWN_NOW(key) (~(REG_KEYINPUT) & key)
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#define KEY_A 1
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#define KEY_B 2
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#define KEY_SELECT 3
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#define KEY_START 4
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#define KEY_DPAD_RIGHT 5
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#define KEY_DPAD_LEFT 6
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#define KEY_DPAD_UP 7
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#define KEY_DPAD_DOWN 8
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#define KEY_TRIGGER_LEFT 9
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#define KEY_TRIGGER_RIGHT 10
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#define DISPCNT_BG_MODE_MASK (0x7)
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#define DISPCNT_BG_MODE(n) ((n) & DISPCNT_BG_MODE_MASK) // 0 to 5
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#define DISPCNT_BG2_ENABLE (1 << 10)
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#define MEM_VRAM_MODE3_FB ((uint16_t *)0x06000000)
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#define FIXED_POINT int32_t
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#define fp 12
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#define SHIFT_THRESHOLD 0.05
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#define SHIFT_THRESHOLD_FP ((1 << fp) * SHIFT_THRESHOLD)
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#define FLOAT2FIXED(value) (int)((value) * (1 << fp))
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#define FIXED2FLOAT(value) ((value) / (float)(1 << fp))
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static inline uint16_t
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RGB15(uint16_t r, uint16_t g, uint16_t b)
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{
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return (r & 0x1F) | ((g & 0x1F) << 5) | ((b & 0x1F) << 10);
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}
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///////////////////////////////////////////////////////////
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#include <stdio.h>
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#include <math.h>
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#include <unistd.h>
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#include <string.h>
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#include <fcntl.h>
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#include <float.h>
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#define VWIDTH 50
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#define VHEIGHT 50
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#define CUBE_WIDTH 10
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#define CUBE_WIDTH_FP ((1 << fp) * CUBE_WIDTH)
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enum faces {
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FACE_FRONT = 0,
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FACE_LEFT,
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FACE_RIGHT,
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FACE_BOTTOM,
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FACE_TOP,
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FACE_BACK,
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NUM_FACES,
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};
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#define STEP 5
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#define STEP_FP ((1 << fp) * STEP)
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#define ACTION_STEP 0.1
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#define ACTION_STEP_FP ((1 << fp) * ACTION_STEP)
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#define PITCH_STEP 0.05
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#define ROLL_STEP 0.05
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#define YAW_STEP 0.05
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volatile FIXED_POINT K1 = 60;
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volatile FIXED_POINT K2 = (2 * CUBE_WIDTH) + 20;
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#define MULT_FP(a,b) ((a * b) >> fp)
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#define SQ(n) (n * n)
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#define SQ_FP(n) (MULT_FP(n, n))
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#define COORD2INDEX(x, y) (x * VWIDTH + y)
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#define COUPLE2INDEX(x) (COORD2INDEX(x[0], x[1]))
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#define GET_ROTATE_X_Q(a) ({ float _a = (FIXED2FLOAT(a)) ; \
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struct Quaternions q = {}; q.w = FLOAT2FIXED(cos(_a * .5)); \
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q.x = FLOAT2FIXED(sin(_a * .5)); q; })
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#define GET_ROTATE_Y_Q(a) ({ float _a = (FIXED2FLOAT(a)) ; \
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struct Quaternions q = {}; q.w = FLOAT2FIXED(cos(_a * .5)); \
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q.y = FLOAT2FIXED(sin(_a * .5)); q; })
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#define GET_ROTATE_Z_Q(a) ({ float _a = (FIXED2FLOAT(a)) ; \
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struct Quaternions q = {}; q.w = FLOAT2FIXED(cos(_a * .5)); \
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q.z = FLOAT2FIXED(sin(_a * .5)); q; })
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//TODO Idle animations
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#define IS_IDLE (Idle.x || Idle.y || Idle.z)
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#define RESET_IDLE {Idle.x = 0; Idle.y = 0; Idle.z = 0;}
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struct {
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char x;
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char y;
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char z;
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} Idle;
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struct Quaternions {
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FIXED_POINT w;
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FIXED_POINT x;
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FIXED_POINT y;
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FIXED_POINT z;
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} Target, Current, Last;
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FIXED_POINT interpolationStep = 0;
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FIXED_POINT zBuffer[VHEIGHT * VWIDTH];
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char output[VHEIGHT * VWIDTH];
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static volatile char shouldBreak = 1;
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static volatile char currentlyMoving = 0;
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static volatile char currentCountR = 0;
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static volatile char frontFacingFace = FACE_FRONT;
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void
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normalize(struct Quaternions *q)
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{
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float n = sqrt(FIXED2FLOAT(SQ_FP(q->w) + SQ_FP(q->x) +
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SQ_FP(q->y) + SQ_FP(q->z)));
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if (n == 0)
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return;
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q->w = FLOAT2FIXED(FIXED2FLOAT(q->w) / n);
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q->x = FLOAT2FIXED(FIXED2FLOAT(q->x) / n);
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q->y = FLOAT2FIXED(FIXED2FLOAT(q->y) / n);
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q->z = FLOAT2FIXED(FIXED2FLOAT(q->z) / n);
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}
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struct Quaternions
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mult(struct Quaternions q, FIXED_POINT x, FIXED_POINT y, FIXED_POINT z)
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{
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//p = q * p * qbar
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struct Quaternions res;
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res.w = 0;
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res.x = MULT_FP(x, (SQ_FP(q.w) + SQ_FP(q.x) - SQ_FP(q.y) - SQ_FP(q.z)))
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+ (MULT_FP(y, (MULT_FP(q.x, q.y) - MULT_FP(q.w, q.z))) * 2)
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+ (MULT_FP(z, (MULT_FP(q.x, q.z) + MULT_FP(q.w, q.y))) * 2);
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res.y = (MULT_FP(x, (MULT_FP(q.x, q.y) + MULT_FP(q.w,q.z))) * 2)
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+ (MULT_FP(y, (SQ_FP(q.w) - SQ_FP(q.x) + SQ_FP(q.y) - SQ_FP(q.z))))
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+ (MULT_FP(z, (MULT_FP(q.y, q.z) - MULT_FP(q.w, q.x))) << 2);
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res.z = (MULT_FP(x, (MULT_FP(q.x, q.z) - MULT_FP(q.w, q.y)))* 2)
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+ (MULT_FP(y, (MULT_FP(q.y, q.z) + MULT_FP(q.w, q.x))) * 2)
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+ MULT_FP(z, (SQ_FP(q.w) - SQ_FP(q.x) - SQ_FP(q.y) + SQ_FP(q.z)));
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return res;
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}
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struct Quaternions
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multQ(struct Quaternions p, struct Quaternions q)
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{
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if (p.x <= SHIFT_THRESHOLD_FP && p.x >= -SHIFT_THRESHOLD_FP
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&& p.y <= SHIFT_THRESHOLD_FP && p.y >= -SHIFT_THRESHOLD_FP
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&& p.z <= SHIFT_THRESHOLD_FP && p.z >= -SHIFT_THRESHOLD_FP)
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return q;
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if (q.x <= SHIFT_THRESHOLD_FP && q.x >= -SHIFT_THRESHOLD_FP
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&& q.y <= SHIFT_THRESHOLD_FP && q.y >= -SHIFT_THRESHOLD_FP
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&& q.z <= SHIFT_THRESHOLD_FP && q.z >= -SHIFT_THRESHOLD_FP)
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return p;
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struct Quaternions res = {
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.w = MULT_FP(p.w, q.w) - MULT_FP(p.x, q.x) -
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MULT_FP(p.y, q.y) - MULT_FP(p.z, q.z),
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.x = MULT_FP(p.w, q.x) + MULT_FP(p.x, q.w) +
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MULT_FP(p.y, q.z) - MULT_FP(p.z, q.y),
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.y = MULT_FP(p.w, q.y) - MULT_FP(p.x, q.z) +
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MULT_FP(p.y, q.w) + MULT_FP(p.z, q.x),
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.z = MULT_FP(p.w, q.z) + MULT_FP(p.x, q.y) -
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MULT_FP(p.y, q.x) + MULT_FP(p.z, q.w),
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};
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return res;
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}
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uint16_t
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chooseColor(char c)
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{
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switch (c) {
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case FACE_FRONT:
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return RGB15(31, 0, 0);
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case FACE_BACK:
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return RGB15(31, 15, 31);
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case FACE_BOTTOM:
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return RGB15(31, 0, 31);
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case FACE_LEFT:
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return RGB15(0, 0, 31);
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case FACE_RIGHT:
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return RGB15(0, 31, 31);
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case FACE_TOP:
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return RGB15(0, 31, 0);
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default:
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// BG
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return RGB15(31, 31, 31);
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}
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}
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char
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chooseMainFace()
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{
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int total = 0;
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int faces[NUM_FACES] = {0};
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for (int k = 0; k < VWIDTH * VHEIGHT; ++k)
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if (output[k] >= 0 && output[k] < NUM_FACES) {
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faces[output[k]]++;
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++total;
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}
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int max = 0, idx = 0;
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for (int k = 0; k < NUM_FACES; ++k)
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if (faces[k] > max) {
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max = faces[k];
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idx = k;
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}
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frontFacingFace = max > total * 0.9 ? idx : -1;
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return frontFacingFace;
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}
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void
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fill_quads(char current_face, char top_left[2], char top_right[2],
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char bot_left[2], char bot_right[2])
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{
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// calc slope foreach side
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float slope_top = 0;
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float slope_bot = 0;
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float slope_left = INFINITY;
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float slope_right = -INFINITY;
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if (top_left[0] != top_right[0])
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slope_top = (float)(top_right[1] - top_left[1]) /
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(float)(top_right[0] - top_left[0]);
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if (bot_left[0] == bot_right[0])
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slope_bot = (float)(bot_right[1] - bot_left[1]) /
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(float)(bot_right[0] - bot_left[0]);
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if (top_left[0] == bot_left[0])
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slope_left = (float)(bot_left[1] - top_left[1]) /
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(float)(bot_left[0] - top_left[0]);
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if (top_right[0] == bot_right[0])
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slope_right = (float)(bot_right[1] - top_right[1]) /
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(float)(bot_right[0] - top_right[0]);
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int top = top_right[1] > top_left[1] ? top_right[1]: top_left[1];
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int bot = bot_right[1] > bot_left[1] ? bot_right[1]: bot_left[1];
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int left = top_left[0] > bot_left[0] ? top_left[0]: bot_left[0];
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int right = top_right[0] > bot_right[0] ? top_right[0]: bot_right[0];
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for (int y = top ; y <= bot ; ++y) {
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for (int x = left ; x <= right ; ++x) {
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if (slope_top * x + top <= y)
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// TODO side check
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output[COORD2INDEX(x, y)] = current_face;
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}
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}
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}
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void
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detect_and_fill_quads()
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{
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for (int current_face = 0 ; current_face < NUM_FACES ; ++current_face) {
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char top_left [2] = {VWIDTH, VHEIGHT};
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char top_right[2] = {0, VHEIGHT};
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char bot_left [2] = {VWIDTH, 0};
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char bot_right[2] = {0, 0};
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for (char y = 0; y < VHEIGHT; ++y) {
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for (char x = 0; x < VWIDTH; ++x) {
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if (output[COORD2INDEX(x, y)] != current_face)
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continue;
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if (x <= top_left[0] && y <= top_left[1]){
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top_left[0] = x;
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top_left[1] = y;
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}
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if (x >= top_right[0] && y <= top_right[1]){
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top_right[0] = x;
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top_right[1] = y;
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}
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if (x <= bot_left[0] && y >= bot_left[1]){
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bot_left[0] = x;
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bot_left[1] = y;
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}
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if (x >= bot_right[0] && y >= bot_right[1]){
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bot_right[0] = x;
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bot_right[1] = y;
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}
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}
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}
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fill_quads(current_face, top_left, top_right, bot_left, bot_right);
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}
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}
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void
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printAscii()
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{
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// TODO scale up
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MEM_VRAM_MODE3_FB[120 + 80 * GBA_SCREEN_W] = RGB15(currentCountR, 31 - currentCountR, 0);
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MEM_VRAM_MODE3_FB[136 + 80 * GBA_SCREEN_W] = RGB15(currentCountR, 31 - currentCountR, 0);
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MEM_VRAM_MODE3_FB[120 + 96 * GBA_SCREEN_W] = RGB15(currentCountR, 31 - currentCountR, 0);
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currentCountR = currentCountR == 31 ? 0 : 31;
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//detect_and_fill_quads();
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for (int i = 0; i < VHEIGHT; ++i) {
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for (int j = 0; j < VWIDTH; ++j) {
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char prevc = 0;
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char *c = output + (i * VWIDTH + j);
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MEM_VRAM_MODE3_FB[(i + 50) * GBA_SCREEN_W + j + 50] = chooseColor(*c);
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}
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}
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}
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void
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rotateCube(FIXED_POINT cubeX, FIXED_POINT cubeY, FIXED_POINT cubeZ, char ch)
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{
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struct Quaternions q = mult(Current, cubeX, cubeY, cubeZ);
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int x = q.x >> fp;
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int y = q.y >> fp;
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// not fixed point yet!!
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float invZ = (1 << fp) / (float)(q.z + K2 * (1 << fp));
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int screenX = (int)(VWIDTH * 0.5) + (int)((x) * K1) * invZ;
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int screenY = (int)(VHEIGHT * 0.5) + (int)((y) * K1) * invZ;
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//TODO luminescence
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if (screenX > VWIDTH || screenX < 0) return;
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int idx = screenY * VWIDTH + screenX;
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if (idx >= 0 && idx < VWIDTH * VHEIGHT) {
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invZ = FLOAT2FIXED(invZ);
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if (zBuffer[idx] < invZ) {
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zBuffer[idx] = invZ;
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output[idx] = ch;
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}
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}
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}
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struct Quaternions
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interpolate(struct Quaternions qa, struct Quaternions qb)
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{
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frontFacingFace = -1;
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struct Quaternions res;
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float cosHalfTheta =
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FIXED2FLOAT(MULT_FP(qa.w, qb.w) +
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MULT_FP(qa.x, qb.x) +
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MULT_FP(qa.y, qb.y) +
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MULT_FP(qa.z, qb.z));
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//if qa = qb or qa = -qb then theta = 0 and we can return qa
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if (cosHalfTheta >= 1.0 || cosHalfTheta <= -1.0) {
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res.w = qa.w;
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res.x = qa.x;
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res.y = qa.y;
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res.z = qa.z;
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goto exit;
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}
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if (cosHalfTheta < 0) {
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qb.w = -qb.w;
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qb.x = -qb.x;
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qb.y = -qb.y;
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qb.z = qb.z;
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cosHalfTheta = -cosHalfTheta;
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}
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float halfTheta = acos(cosHalfTheta);
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float sinHalfTheta = sqrt(1.0 - cosHalfTheta * cosHalfTheta);
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//if theta = 180 degrees then result is not fully defined
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// we could rotate around any axis normal to qa or qb
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if (sinHalfTheta < 0.001 && sinHalfTheta > -0.001) {
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res.w = ((qa.w >> 1) + (qb.w >> 1));
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res.x = ((qa.x >> 1) + (qb.x >> 1));
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res.y = ((qa.y >> 1) + (qb.y >> 1));
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res.z = ((qa.z >> 1) + (qb.z >> 1));
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goto exit;
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}
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FIXED_POINT ratioA = FLOAT2FIXED(sin((1 - FIXED2FLOAT(interpolationStep)) * halfTheta) / sinHalfTheta);
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FIXED_POINT ratioB = FLOAT2FIXED(sin(FIXED2FLOAT(interpolationStep) * halfTheta) / sinHalfTheta);
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res.w = (MULT_FP(qa.w, ratioA) + MULT_FP(qb.w, ratioB));
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res.x = (MULT_FP(qa.x, ratioA) + MULT_FP(qb.x, ratioB));
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res.y = (MULT_FP(qa.y, ratioA) + MULT_FP(qb.y, ratioB));
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res.z = (MULT_FP(qa.z, ratioA) + MULT_FP(qb.z, ratioB));
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exit:
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interpolationStep += ACTION_STEP_FP;
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return res;
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}
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void
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handleAngle(char input)
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{
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// TODO
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if (currentlyMoving == 0) {
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currentlyMoving = input;
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Last = Current;
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switch (input) {
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||||
case 'w':
|
||||
case 'W':
|
||||
Target = multQ(GET_ROTATE_X_Q(FLOAT2FIXED(M_PI_2)), Target);
|
||||
break;
|
||||
case 'a':
|
||||
case 'A':
|
||||
Target = multQ(GET_ROTATE_Y_Q(-FLOAT2FIXED(M_PI_2)), Target);
|
||||
break;
|
||||
case 's':
|
||||
case 'S':
|
||||
Target = multQ(GET_ROTATE_X_Q(-FLOAT2FIXED(M_PI_2)), Target);
|
||||
break;
|
||||
case 'd':
|
||||
case 'D':
|
||||
Target = multQ(GET_ROTATE_Y_Q(FLOAT2FIXED(M_PI_2)), Target);
|
||||
break;
|
||||
case 'q':
|
||||
case 'Q':
|
||||
Target = multQ(GET_ROTATE_Z_Q(-FLOAT2FIXED(M_PI_2)), Target);
|
||||
break;
|
||||
case 'e':
|
||||
case 'E':
|
||||
Target = multQ(GET_ROTATE_Z_Q(FLOAT2FIXED(M_PI_2)), Target);
|
||||
break;
|
||||
default:
|
||||
currentlyMoving = 0;
|
||||
//TODO idle movement
|
||||
}
|
||||
normalize(&Target);
|
||||
} else {
|
||||
if (interpolationStep < (1 << fp) - ACTION_STEP_FP * 2) {
|
||||
Current = interpolate(Current, Target);
|
||||
normalize(&Current);
|
||||
}
|
||||
else {
|
||||
Current = Target;
|
||||
interpolationStep = 0;
|
||||
currentlyMoving = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
char
|
||||
getInput()
|
||||
{
|
||||
// TODO
|
||||
char c = 'd';
|
||||
handleAngle(c);
|
||||
return c;
|
||||
}
|
||||
|
||||
|
||||
int
|
||||
main()
|
||||
{
|
||||
REG_DISPCNT = DISPCNT_BG_MODE(3) | DISPCNT_BG2_ENABLE;
|
||||
|
||||
Current = GET_ROTATE_Z_Q(0);
|
||||
|
||||
while (1) {
|
||||
memset(output, NUM_FACES, VWIDTH * VHEIGHT);
|
||||
memset(zBuffer, 0xffffffff, VWIDTH * VHEIGHT * sizeof(FIXED_POINT));
|
||||
|
||||
for (FIXED_POINT cubeX = -CUBE_WIDTH_FP + STEP_FP ;
|
||||
cubeX <= CUBE_WIDTH_FP - STEP_FP; cubeX += STEP_FP) {
|
||||
for (FIXED_POINT cubeY = -CUBE_WIDTH_FP + STEP_FP;
|
||||
cubeY <= CUBE_WIDTH_FP - STEP_FP; cubeY += STEP_FP) {
|
||||
switch (frontFacingFace) {
|
||||
case FACE_FRONT:
|
||||
rotateCube(cubeX, cubeY, -CUBE_WIDTH_FP, FACE_FRONT);
|
||||
break;
|
||||
case FACE_LEFT:
|
||||
rotateCube(-CUBE_WIDTH_FP, cubeX, cubeY, FACE_LEFT);
|
||||
break;
|
||||
case FACE_RIGHT:
|
||||
rotateCube(CUBE_WIDTH_FP, cubeX, cubeY, FACE_RIGHT);
|
||||
break;
|
||||
case FACE_BOTTOM:
|
||||
rotateCube(cubeX, -CUBE_WIDTH_FP, cubeY, FACE_BOTTOM);
|
||||
break;
|
||||
case FACE_TOP:
|
||||
rotateCube(cubeX, CUBE_WIDTH_FP, cubeY, FACE_TOP);
|
||||
break;
|
||||
case FACE_BACK:
|
||||
rotateCube(cubeX, cubeY, CUBE_WIDTH_FP, FACE_BACK);
|
||||
break;
|
||||
default: // idk render all
|
||||
rotateCube(cubeX, cubeY, -CUBE_WIDTH_FP, FACE_FRONT);
|
||||
rotateCube(-CUBE_WIDTH_FP, cubeX, cubeY, FACE_LEFT);
|
||||
rotateCube(CUBE_WIDTH_FP, cubeX, cubeY, FACE_RIGHT);
|
||||
rotateCube(cubeX, -CUBE_WIDTH_FP, cubeY, FACE_TOP);
|
||||
rotateCube(cubeX, CUBE_WIDTH_FP, cubeY, FACE_BOTTOM);
|
||||
rotateCube(cubeX, cubeY, CUBE_WIDTH_FP, FACE_BACK);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
printAscii();
|
||||
getInput();
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue