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03.20.2007 at 07:37AM PDT, ID: 22460524
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6.4

Rubik's Cube creation in OpenGL and C#

Asked by the_mickster in Microsoft Visual C#.Net, OpenGL Graphics & Game Programming, Internet Protocols

Tags: ,

I am really new to OpenGL and I have a question about some code that I wrote. I am writting a Rubik's Cube program using C# .NET and OpenGL. I can generate the 27 individual cubes and I can use glRotate and glTranslate, but only when I call the resize event. I know that I am definitly doing something worng. Any help, or code about how to move the actual cube(s) not just the camera would be great! Thanks.

HERE'S what i have so far:
CUBE CLASS:
//**********************
// Namespace References
//**********************
using System;
using System.Drawing;
using System.Windows.Forms;
using CsGL.OpenGL;

namespace cube
{
    public class OurView : OpenGLControl
    {
        //**********************************************
        //Global Variable Declaration and Instantiation
        //**********************************************
        float xDeg = 0.0f;
        float yDeg = 0.0f;

        public OurView()
            : base()
        {
            //Creates our own Keyboard event.
            this.KeyDown += new KeyEventHandler(OurView_OnKeyDown);
        }

        public override void glDraw()
        {
            // Clear the buffers before drawing the cube.
            GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
            GL.glLoadIdentity();
            // Translate into the screen.
            GL.glTranslatef(0.0f, 0.0f, -10.0f);
            GL.glRotatef(xDeg, 1.0f, 0.0f, 0.0f);
            GL.glRotatef(yDeg, 0.0f, 1.0f, 0.0f);
            this.glDrawCube();
        }

        protected override void InitGLContext()
        {
            GL.glShadeModel(GL.GL_SMOOTH);                                  // Set Smooth Shading  
            //GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);  // Clears the color buffer
            GL.glClearColor(0.4f, 0.4f, 0.4f, 0.0f);                        // BackGround Color        
            GL.glClearDepth(1.0f);                                          // Depth buffer setup            
            GL.glEnable(GL.GL_DEPTH_TEST);                                  // Enables Depth Testing            
            GL.glDepthFunc(GL.GL_LEQUAL);                                   // The Type Of Depth Test To Do    
            GL.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);     // Really Nice Perspective Calculations
        }
       
        protected override void OnSizeChanged(EventArgs e)
        {
            base.OnSizeChanged(e);
            Size s = Size;
            double aspect_ratio = (double)s.Width / (double)s.Height;
            GL.glMatrixMode(GL.GL_PROJECTION);                      // Select The Projection Matrix
            GL.glLoadIdentity();                                    // Reset The Projection Matrix
            GL.gluPerspective(45.0f, aspect_ratio, 0.1f, 100.0f);   // Calculate The Aspect Ratio Of The Window
            GL.glMatrixMode(GL.GL_MODELVIEW);                       // Select The Modelview Matrix
            GL.glLoadIdentity();                                    // Reset The Modelview Matrix
        }
       
        /**************************************************************************
         * glDrawCube
         *  - Description:
         *      - Contains the 3 loops for generating the 27 individual cublets.
         *  - Parameters:(None)
         *  - Local Variables
         *      - xMark = x coordinate; yMark = y coordinate; zMark = z coordinate
         *  -Returns:(void)
         **************************************************************************
         */
        public void glDrawCube()
        {
            float xMark = -1.0f;
            float yMark = -1.0f;
            float zMark = 1.0f;

            for (int i = 0; i < 3; i++)
            //moves back one unit on z-axis
            {
                for (int j = 0; j < 3; j++)
                //moves up one unit on y-axis
                {
                    for (int k = 0; k < 3; k++)
                    //builds 3 cubes along x-axis
                    {
                        buildCubeSolid(xMark, yMark, zMark);
                        buildCubeWire(xMark, yMark, zMark);
                        xMark++;
                    }
                    xMark = -1.0f;
                    yMark++;
                }
                yMark = -1.0f;
                zMark--;
            }
        }

        /************************************************************
         * buildCubeSolid
         *  - Description:
         *      - Draws the cublet using the OpenGL method GL_QUADS.
         *  - Parameters:
         *      - x: x coordinate to start drawing from.
         *      - y: y coordinate to start drawing from.
         *      - z: z coordinate to start drawing from.
         *  - Local Varibles:(none)
         *  - Returns(void)
         *************************************************************
         */
        public void buildCubeSolid(float x, float y, float z)
        {
            //draws a cube based on the center given
            GL.glBegin(GL.GL_QUADS);
            //TOP - GREEN
            GL.glColor3f(0.0f, 1.0f, 0.0f);
            GL.glVertex3f((x + .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y + .5f), (z + .5f));
            GL.glVertex3f((x + .5f), (y + .5f), (z + .5f));
            //BOTTOM - ORANGE
            GL.glColor3f(1.0f, 0.5f, 0.0f);
            GL.glVertex3f((x + .5f), (y - .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z + .5f));
            GL.glVertex3f((x + .5f), (y - .5f), (z + .5f));
            //FRONT - RED
            GL.glColor3f(1.0f, 0.0f, 0.0f);
            GL.glVertex3f((x + .5f), (y + .5f), (z + .5f));
            GL.glVertex3f((x - .5f), (y + .5f), (z + .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z + .5f));
            GL.glVertex3f((x + .5f), (y - .5f), (z + .5f));
            //BACK - YELLOW
            GL.glColor3f(1.0f, 1.0f, 0.0f);
            GL.glVertex3f((x + .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z - .5f));
            GL.glVertex3f((x + .5f), (y - .5f), (z - .5f));
            //LEFT - BLUE
            GL.glColor3f(0.0f, 0.0f, 1.0f);
            GL.glVertex3f((x - .5f), (y + .5f), (z + .5f));
            GL.glVertex3f((x - .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z + .5f));
            //RIGHT - VIOLET
            GL.glColor3f(1.0f, 0.0f, 1.0f);
            GL.glVertex3f((x + .5f), (y + .5f), (z + .5f));
            GL.glVertex3f((x + .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x + .5f), (y - .5f), (z - .5f));
            GL.glVertex3f((x + .5f), (y - .5f), (z + .5f));
            GL.glEnd();
        }

        /*******************************************************************************
         * buildCubeWire
         *  - Description:
         *      - Draws the outline of the cublet using the OpenGL method GL_LINE_LOOP.
         *  - Parameters:
         *      - x: x coordinate to start drawing from.
         *      - y: y coordinate to start drawing from.
         *      - z: z coordinate to start drawing from.
         *  - Local Varibles:(none)
         *  - Returns(void)
         *******************************************************************************
         */
        public void buildCubeWire(float x, float y, float z)
        {
            //draw black lines on all edges of the minicubes
            //TOP
            GL.glBegin(GL.GL_LINE_LOOP);
            GL.glColor3f(0.0f, 0.0f, 0.0f);
            GL.glVertex3f((x + .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y + .5f), (z + .5f));
            GL.glVertex3f((x + .5f), (y + .5f), (z + .5f));
            GL.glEnd();
            //BOTTOM
            GL.glBegin(GL.GL_LINE_LOOP);
            GL.glColor3f(0.0f, 0.0f, 0.0f);
            GL.glVertex3f((x + .5f), (y - .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z + .5f));
            GL.glVertex3f((x + .5f), (y - .5f), (z + .5f));
            GL.glEnd();
            //FRONT
            GL.glBegin(GL.GL_LINE_LOOP);
            GL.glColor3f(0.0f, 0.0f, 0.0f);
            GL.glVertex3f((x + .5f), (y + .5f), (z + .5f));
            GL.glVertex3f((x - .5f), (y + .5f), (z + .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z + .5f));
            GL.glVertex3f((x + .5f), (y - .5f), (z + .5f));
            GL.glEnd();
            //BACK
            GL.glBegin(GL.GL_LINE_LOOP);
            GL.glColor3f(0.0f, 0.0f, 0.0f);
            GL.glVertex3f((x + .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z - .5f));
            GL.glVertex3f((x + .5f), (y - .5f), (z - .5f));
            GL.glEnd();
            //LEFT
            GL.glBegin(GL.GL_LINE_LOOP);
            GL.glColor3f(0.0f, 0.0f, 0.0f);
            GL.glVertex3f((x - .5f), (y + .5f), (z + .5f));
            GL.glVertex3f((x - .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z - .5f));
            GL.glVertex3f((x - .5f), (y - .5f), (z + .5f));
            GL.glEnd();
            //RIGHT
            GL.glBegin(GL.GL_LINE_LOOP);
            GL.glColor3f(0.0f, 0.0f, 0.0f);
            GL.glVertex3f((x + .5f), (y + .5f), (z + .5f));
            GL.glVertex3f((x + .5f), (y + .5f), (z - .5f));
            GL.glVertex3f((x + .5f), (y - .5f), (z - .5f));
            GL.glVertex3f((x + .5f), (y - .5f), (z + .5f));
            GL.glEnd();
        }

        /*****************************************************************************
         * OurView_OnKeyDown
         *  - Description:
         *      - Contains a switch statement to do something based upon which key
         *          the user presses.
         *  - Parameters:
         *      - Sender: refernce to the window object
         *      - kea: class that contains refernces to all the keys on the keyboard
         *  - Local Varibles:(none)
         *  - Returns(void)
         *****************************************************************************
         */
        protected void OurView_OnKeyDown(object Sender, KeyEventArgs kea)
        {
            switch (kea.KeyCode)
            {
                case Keys.NumPad8:
                    xDeg += 10.0f;  
                    this.Height += 1;
                    break;
                case Keys.NumPad2:
                    xDeg -= 10.0f;
                    this.Height -= 1;
                    break;
                case Keys.NumPad4:
                    yDeg -= 10.0f;
                    this.Width -= 1;
                    break;
                case Keys.NumPad6:
                    yDeg += 10.0f;
                    this.Width += 1;
                    break;
                case Keys.Escape:
                    Application.Exit();
                    break;
            }
        }
}

MAIN:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Threading;
using CsGL.OpenGL;
using System.Windows.Forms;

namespace cube
{
    public partial class frmMain : Form
    {
         //Declarations
        private cube.OurView view;
        private about ab;
        private static Thread thrOpenGL;
 
        public frmMain()
        {
            InitializeComponent();
            this.view = new cube.OurView();
            this.view.Parent = this;
            this.view.Dock = DockStyle.Fill ; // Will fill top of the form
            thrOpenGL = new Thread(new ThreadStart(OpenGL_Start));
            thrOpenGL.Start();
       
        }
        private void OpenGL_Start()
        {
           // for (; ; ) // infinity loop for rendering
           // {
                this.view.glDraw();
           // }
        }

        private void m_exit_Click(object sender, EventArgs e)
        {
            Application.Exit();
        }

        private void m_about_Click(object sender, EventArgs e)
        {
            ab = new about();
            ab.Show();
        }
    }
}Start Free Trial
[+][-]03.20.2007 at 10:05AM PDT, ID: 18757932

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[+][-]03.21.2007 at 09:05AM PDT, ID: 18764969

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[+][-]03.21.2007 at 09:08AM PDT, ID: 18765002

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[+][-]03.21.2007 at 09:24AM PDT, ID: 18765178

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About this solution

Zones: Microsoft Visual C#.Net, OpenGL Graphics & Game Programming, Internet Protocols
Tags: cube, opengl
Sign Up Now!
Solution Provided By: thegilb
Participating Experts: 1
Solution Grade: B
 
 
[+][-]03.21.2007 at 10:30AM PDT, ID: 18765727

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[+][-]03.21.2007 at 08:16PM PDT, ID: 18769028

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[+][-]03.22.2007 at 02:37AM PDT, ID: 18769920

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[+][-]03.26.2007 at 09:08AM PDT, ID: 18793830

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