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#include <GL/glut.h>
#include <math.h>
#include "C_Box.h"
#include "typedefs.h"
C_Box::C_Box(const char *f_strFileName,
GLuint f_uiTexture,
MatProps_t f_Mat,
int f_iTilesX, int f_iTilesY,
C_3DObject *f_pTiles[5])
: C_3DObject(f_strFileName, f_uiTexture, f_Mat),
m_pTiles(f_pTiles), m_iTilesX(f_iTilesX),
m_iTilesY(f_iTilesY)
{
m_iNumTiles = m_iTilesX * m_iTilesY;
//create a new tiles layout array
m_iTilesLayout = new int[m_iNumTiles];
//calculate the tile size (this should be the same
//for all tile types)
BoundingBox_t l_BBox = m_pTiles[0]->GetBoundingBox();
m_dTileSize = l_BBox.m_Max.x - l_BBox.m_Min.x;
//calculate the lower left tile position (in xz plane)
m_LowLeftTilePos = Vect3D_t(-m_dTileSize * (double)(m_iTilesX-1)/2.0,
0.0,
m_dTileSize * (double)(m_iTilesY-1)/2.0);
}
C_Box::~C_Box()
{
delete [] m_iTilesLayout;
}
void C_Box::RandomizeTiles()
{
int l_iNumTiles = m_iTilesX * m_iTilesY;
//first set the layout to all tiles with no hole
for (int i=0; i<l_iNumTiles; i++)
m_iTilesLayout[i] = 4;
//add the four hole tiles
for (int i=0; i<4; i++)
{
//generate a random number in the range
//0 - (l_iNumTiles-1)
int pos = rand() % l_iNumTiles;
//skip position in which we already inserted a hole
//type tile (type 4)
while (m_iTilesLayout[pos] != 4)
pos = (pos+1) % l_iNumTiles;
//insert the hole tile in the free spot
m_iTilesLayout[pos] = i;
//set the position for the hole tile relative to the box its position
int col = pos % m_iTilesX;
int row = pos / m_iTilesX;
m_pTiles[i]->SetPos(m_LowLeftTilePos.x + (double)col * m_dTileSize,
0.0,
m_LowLeftTilePos.z - (double)row * m_dTileSize);
}
}
void C_Box::Render()
{
//
glPushMatrix();
//apply transformation for box
TransRotateScale();
//render the box
C_3DObject::Render();
//render the tiles
for(int x=0; x<m_iTilesX; x++)
for(int y=0; y<m_iTilesY; y++)
{
int l_iTileIndex = m_iTilesLayout[x + y*m_iTilesX];
//check the tile
if (l_iTileIndex >= 0 && l_iTileIndex <= 3)
{
//tile with a hole
glPushMatrix();
m_pTiles[l_iTileIndex]->TransRotateScale();
m_pTiles[l_iTileIndex]->Render();
glPopMatrix();
}
else
{
//tile without a hole
//set the position
m_pTiles[4]->SetPos(m_LowLeftTilePos.x + (double)x * m_dTileSize,
0.0,
m_LowLeftTilePos.z - (double)y * m_dTileSize);
glPushMatrix();
m_pTiles[4]->TransRotateScale();
m_pTiles[4]->Render();
glPopMatrix();
}
}
glPopMatrix();
}
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