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1 | // | |
2 | // Dice.m | |
3 | // DiceRoller | |
4 | ||
5 | - | // Created by Jacques Questiaux on 2012/04/17. |
5 | + | |
6 | - | // Copyright (c) 2012 j.questiaux@gmail.com. All rights reserved. |
6 | + | |
7 | #import "d6.h" | |
8 | #import "d8.h" | |
9 | #import "d10.h" | |
10 | #import "d12.h" | |
11 | #import "d20.h" | |
12 | ||
13 | @interface Dice () { | |
14 | ||
15 | GLuint _vertexArray; | |
16 | GLuint _vertexBuffer; | |
17 | GLuint _indexBuffer; | |
18 | GLuint _colorBuffer; | |
19 | GLuint _normalBuffer; | |
20 | ||
21 | GLfloat *vertices; | |
22 | GLubyte *indices; | |
23 | GLfloat *normals; | |
24 | GLfloat *colors; | |
25 | ||
26 | GLubyte numVertices; | |
27 | GLubyte numIndices; | |
28 | GLubyte numNormals; | |
29 | GLubyte numColors; | |
30 | ||
31 | NSMutableArray *surfaceNormals; | |
32 | ||
33 | bool k; | |
34 | } | |
35 | ||
36 | ||
37 | - (void) rotateXInDegrees: (float) rot; | |
38 | - (void) rotateYInDegrees: (float) rot; | |
39 | - (void) makeSurfaceNormals; | |
40 | ||
41 | @end | |
42 | ||
43 | ||
44 | @implementation Dice | |
45 | ||
46 | @synthesize preD = _preD; | |
47 | @synthesize postD = _postD; | |
48 | @synthesize plusD = _plusD; | |
49 | @synthesize success = _success; | |
50 | ||
51 | @synthesize up = _up; | |
52 | @synthesize front = _front; | |
53 | @synthesize right = _right; | |
54 | @synthesize position =_position; | |
55 | ||
56 | @synthesize direction = _direction; | |
57 | ||
58 | @synthesize modelViewMatrix = _modelViewMatrix; | |
59 | ||
60 | - (id) initWithParams: (NSUInteger)preD: (NSUInteger)postD: (NSUInteger)plusD: (NSUInteger)success{ | |
61 | ||
62 | if(self = [super init]){ | |
63 | ||
64 | self.preD = preD; | |
65 | self.postD = postD; | |
66 | self.plusD = plusD; | |
67 | self.success = success; | |
68 | ||
69 | size = 75; | |
70 | friction = 0.95f; | |
71 | ||
72 | surfaceNormals = [[NSMutableArray alloc] init]; | |
73 | ||
74 | return self; | |
75 | } | |
76 | ||
77 | return nil; | |
78 | } | |
79 | ||
80 | - (void) Context: (EAGLContext *) c Effect: (GLKBaseEffect *) e { | |
81 | ||
82 | NSLog(@"before context\n"); | |
83 | ||
84 | self.right = GLKVector3Make(1, 0, 0); | |
85 | self.up = GLKVector3Make(0, 1, 0); | |
86 | self.front = GLKVector3Make(0, 0, 1); | |
87 | ||
88 | context = c; | |
89 | effect = e; | |
90 | ||
91 | k = true; | |
92 | ||
93 | NSLog(@"after context\n"); | |
94 | ||
95 | [self setup]; | |
96 | } | |
97 | ||
98 | - (void) setup{ | |
99 | ||
100 | NSLog(@"before setup\n"); | |
101 | ||
102 | //too lazy to swap to a switch statement | |
103 | if(self.postD == 4){ | |
104 | vertices = d4vertices; | |
105 | numVertices = sizeof(d4vertices); | |
106 | ||
107 | indices = d4indices; | |
108 | numIndices = sizeof(d4indices); | |
109 | ||
110 | normals = d4normals; | |
111 | numNormals = sizeof(d4normals); | |
112 | ||
113 | colors = d4colors; | |
114 | numColors = sizeof(d4colors); | |
115 | ||
116 | } | |
117 | else if(self.postD == 6){ | |
118 | vertices = d6vertices; | |
119 | numVertices = sizeof(d6vertices); | |
120 | ||
121 | indices = d6indices; | |
122 | numIndices = sizeof(d6indices); | |
123 | ||
124 | normals = d6normals; | |
125 | numNormals = sizeof(d6normals); | |
126 | ||
127 | colors = d6colors; | |
128 | numColors = sizeof(d6colors); | |
129 | ||
130 | } | |
131 | else if(self.postD == 8){ | |
132 | vertices = d8vertices; | |
133 | numVertices = sizeof(d8vertices); | |
134 | ||
135 | indices = d8indices; | |
136 | numIndices = sizeof(d8indices); | |
137 | ||
138 | normals = d8normals; | |
139 | numNormals = sizeof(d8normals); | |
140 | ||
141 | colors = d8colors; | |
142 | numColors = sizeof(d8colors); | |
143 | ||
144 | } | |
145 | else if(self.postD == 10){ | |
146 | vertices = d10vertices; | |
147 | numVertices = sizeof(d10vertices); | |
148 | ||
149 | indices = d10indices; | |
150 | numIndices = sizeof(d10indices); | |
151 | ||
152 | normals = d10normals; | |
153 | numNormals = sizeof(d10normals); | |
154 | ||
155 | colors = d10colors; | |
156 | numColors = sizeof(d10colors); | |
157 | ||
158 | } | |
159 | else if(self.postD == 12){ | |
160 | vertices = d12vertices; | |
161 | numVertices = sizeof(d12vertices); | |
162 | ||
163 | indices = d12indices; | |
164 | numIndices = sizeof(d12indices); | |
165 | ||
166 | normals = d12normals; | |
167 | numNormals = sizeof(d12normals); | |
168 | ||
169 | colors = d12colors; | |
170 | numColors = sizeof(d12colors); | |
171 | ||
172 | } | |
173 | else { | |
174 | vertices = d20vertices; | |
175 | numVertices = sizeof(d20vertices); | |
176 | ||
177 | indices = d20indices; | |
178 | numIndices = sizeof(d20indices); | |
179 | ||
180 | normals = d20normals; | |
181 | numNormals = sizeof(d20normals); | |
182 | ||
183 | colors = d20colors; | |
184 | numColors = sizeof(d20colors); | |
185 | ||
186 | } | |
187 | ||
188 | NSLog(@"after postD\n"); | |
189 | ||
190 | glGenVertexArraysOES(1, &_vertexArray); | |
191 | glBindVertexArrayOES(_vertexArray); | |
192 | ||
193 | glGenBuffers(1, &_indexBuffer); | |
194 | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer); | |
195 | glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices, indices, GL_STATIC_DRAW); | |
196 | ||
197 | glGenBuffers(1, &_vertexBuffer); | |
198 | glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); | |
199 | glBufferData(GL_ARRAY_BUFFER, numVertices, vertices, GL_STATIC_DRAW); | |
200 | ||
201 | glEnableVertexAttribArray(GLKVertexAttribPosition); | |
202 | glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 0, 0); | |
203 | ||
204 | glGenBuffers(1, &_colorBuffer); | |
205 | glBindBuffer(GL_ARRAY_BUFFER, _colorBuffer); | |
206 | glBufferData(GL_ARRAY_BUFFER, numColors, colors, GL_STATIC_DRAW); | |
207 | ||
208 | glEnableVertexAttribArray(GLKVertexAttribColor); | |
209 | glVertexAttribPointer(GLKVertexAttribColor, 4, GL_FLOAT, GL_FALSE, 0, 0); | |
210 | ||
211 | glGenBuffers(1, &_normalBuffer); | |
212 | glBindBuffer(GL_ARRAY_BUFFER, _normalBuffer); | |
213 | glBufferData(GL_ARRAY_BUFFER, numNormals, normals, GL_STATIC_DRAW); | |
214 | ||
215 | glEnableVertexAttribArray(GLKVertexAttribNormal); | |
216 | glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 0, 0); | |
217 | ||
218 | glBindVertexArrayOES(0); | |
219 | ||
220 | NSLog(@"after setup\n"); | |
221 | } | |
222 | ||
223 | - (void) tearDown { | |
224 | ||
225 | ||
226 | glDeleteBuffers(1, &_vertexBuffer); | |
227 | glDeleteBuffers(1, &_indexBuffer); | |
228 | glDeleteBuffers(1, &_colorBuffer); | |
229 | glDeleteBuffers(1, &_normalBuffer); | |
230 | } | |
231 | ||
232 | - (void) makeSurfaceNormals { | |
233 | ||
234 | int numElements = sizeof(normals)/sizeof(GLfloat); | |
235 | ||
236 | GLKVector3 down = GLKVector3Make(0, 0, -1); | |
237 | ||
238 | GLKVector3 currentClosestToDown; | |
239 | ||
240 | float closestDistance = 9999; | |
241 | ||
242 | float rollAmount = 1; | |
243 | ||
244 | for(int i = 0; i < numElements; i++){ | |
245 | ||
246 | int index0 = indices[i*3]; | |
247 | int index1 = indices[i*3+1]; | |
248 | int index2 = indices[i*3+2]; | |
249 | ||
250 | GLKVector3 vertNormal0 = GLKVector3Make(normals[index0], normals[index0+1], normals[index0+2]); | |
251 | GLKVector3 vertNormal1 = GLKVector3Make(normals[index1], normals[index1+1], normals[index1+2]); | |
252 | GLKVector3 vertNormal2 = GLKVector3Make(normals[index2], normals[index2+1], normals[index2+2]); | |
253 | ||
254 | GLKVector3 surfNormal = GLKMatrix4MultiplyVector3(mvm, GLKVector3Add(GLKVector3Add(vertNormal0, vertNormal1), vertNormal2)); | |
255 | ||
256 | float distanceToDown = GLKVector3Length(GLKVector3Subtract(surfNormal, down)); | |
257 | ||
258 | if(distanceToDown < closestDistance){ | |
259 | ||
260 | closestDistance = distanceToDown; | |
261 | currentClosestToDown = surfNormal; | |
262 | } | |
263 | ||
264 | } | |
265 | ||
266 | GLKVector3 rollDirection; | |
267 | ||
268 | //rollAmount = (closestDistance*closestDistance); | |
269 | ||
270 | damp = logf(rollAmount+1); | |
271 | ||
272 | ||
273 | rollDirection = GLKVector3Subtract(currentClosestToDown, down); | |
274 | rollDirection = GLKVector3MultiplyScalar(GLKVector3Normalize(GLKVector3Make(rollDirection.x, rollDirection.y, 0)), 5/rollAmount); | |
275 | ||
276 | [self applyForceInDirection: GLKVector3Make(rollDirection.x*damp, rollDirection.y*damp, rollDirection.z*damp)]; | |
277 | ||
278 | } | |
279 | ||
280 | - (void) update: (float) timeSinceLastUpdate{ | |
281 | ||
282 | tslu = timeSinceLastUpdate; | |
283 | ||
284 | self.direction = GLKVector3MultiplyScalar(self.direction, friction); | |
285 | ||
286 | [self checkIfCollidedWithWalls]; | |
287 | ||
288 | [self moveInDirection:self.direction]; | |
289 | ||
290 | mvm = GLKMatrix4Make(self.right.x, self.right.y, self.right.z, 0, | |
291 | self.up.x, self.up.y, self.up.z, 0, | |
292 | self.front.x, self.front.y, self.front.z, 0, | |
293 | self.position.x, self.position.y, self.position.z, 1); | |
294 | ||
295 | [self makeSurfaceNormals]; | |
296 | } | |
297 | ||
298 | - (void) draw { | |
299 | ||
300 | effect.transform.modelviewMatrix = GLKMatrix4Multiply(self.modelViewMatrix, mvm); | |
301 | ||
302 | ||
303 | if(k){ | |
304 | NSLog(@"before effect\n"); | |
305 | ||
306 | } | |
307 | ||
308 | [effect prepareToDraw]; | |
309 | ||
310 | ||
311 | if(k){ | |
312 | NSLog(@"after effect\n"); | |
313 | k = false; | |
314 | } | |
315 | ||
316 | ||
317 | glBindVertexArrayOES(_vertexArray); | |
318 | glDrawElements(GL_TRIANGLES, numIndices/sizeof(GLubyte), GL_UNSIGNED_BYTE, 0); | |
319 | ||
320 | } | |
321 | ||
322 | - (void) rotateXInDegrees:(float)rot{ | |
323 | ||
324 | GLKMatrix3 temp = GLKMatrix3MakeRotation(GLKMathDegreesToRadians(rot), 1, 0, 0); | |
325 | ||
326 | self.right = GLKMatrix3MultiplyVector3(temp, self.right); | |
327 | self.up = GLKMatrix3MultiplyVector3(temp, self.up); | |
328 | self.front = GLKMatrix3MultiplyVector3(temp, self.front); | |
329 | ||
330 | } | |
331 | ||
332 | - (void) rotateYInDegrees:(float)rot{ | |
333 | ||
334 | GLKMatrix3 temp = GLKMatrix3MakeRotation(GLKMathDegreesToRadians(rot), 0, 1, 0); | |
335 | self.right = GLKMatrix3MultiplyVector3(temp, self.right); | |
336 | self.up = GLKMatrix3MultiplyVector3(temp, self.up); | |
337 | self.front = GLKMatrix3MultiplyVector3(temp, self.front); | |
338 | ||
339 | } | |
340 | ||
341 | - (void) applyForceInDirection: (GLKVector3) dir { | |
342 | ||
343 | self.direction = GLKVector3Add(self.direction, dir); | |
344 | } | |
345 | ||
346 | - (void) moveInDirection: (GLKVector3) dir { | |
347 | ||
348 | previousPosition = self.position; | |
349 | ||
350 | self.position = GLKVector3Make(self.position.x + dir.x, self.position.y + dir.y, self.position.z + dir.z); | |
351 | ||
352 | [self rotateXInDegrees:-dir.y/3.14f]; | |
353 | [self rotateYInDegrees:dir.x/3.14f]; | |
354 | ||
355 | } | |
356 | ||
357 | - (BOOL) collidedWith: (Dice *) dice{ | |
358 | ||
359 | float distance = GLKVector3Distance(self.position, dice.position); | |
360 | ||
361 | if(distance < size + dice->size){ | |
362 | ||
363 | GLKVector3 newDirection = GLKVector3Normalize(GLKVector3Subtract(self.position, dice.position)); | |
364 | ||
365 | float newSpeed = (GLKVector3Length(self.direction) + GLKVector3Length(dice.direction)) / 2; | |
366 | ||
367 | self.direction = GLKVector3MultiplyScalar(GLKVector3Make(newDirection.x, newDirection.y, newDirection.z), newSpeed * 0.75f); | |
368 | ||
369 | dice.direction = GLKVector3MultiplyScalar(GLKVector3Make(-newDirection.x, -newDirection.y, -newDirection.z), newSpeed * 0.75f); | |
370 | ||
371 | self.position = previousPosition; | |
372 | ||
373 | return true; | |
374 | } | |
375 | ||
376 | ||
377 | return false; | |
378 | } | |
379 | ||
380 | - (BOOL) checkIfCollidedWithWalls{ | |
381 | ||
382 | BOOL didCollide = false; | |
383 | ||
384 | if(self.position.x - size < -500){ | |
385 | self.position = GLKVector3Make(-500 + size, self.position.y, self.position.z); | |
386 | self.direction = GLKVector3Make(-self.direction.x, self.direction.y, self.direction.z); | |
387 | didCollide = true; | |
388 | } | |
389 | ||
390 | if (self.position.x + size > 500){ | |
391 | self.position = GLKVector3Make(500 - size, self.position.y, self.position.z); | |
392 | self.direction = GLKVector3Make(-self.direction.x, self.direction.y, self.direction.z); | |
393 | didCollide = true; | |
394 | } | |
395 | ||
396 | if(self.position.y - size < -625){ | |
397 | self.position = GLKVector3Make(self.position.x, -625 + size, self.position.z); | |
398 | self.direction = GLKVector3Make(self.direction.x, -self.direction.y, self.direction.z); | |
399 | didCollide = true; | |
400 | } | |
401 | if (self.position.y + size > 625){ | |
402 | self.position = GLKVector3Make(self.position.x, 625 - size, self.position.z); | |
403 | self.direction = GLKVector3Make(self.direction.x, -self.direction.y, self.direction.z); | |
404 | didCollide = true; | |
405 | } | |
406 | ||
407 | ||
408 | return didCollide; | |
409 | } | |
410 | ||
411 | @end |