459 lines
14 KiB
C
459 lines
14 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include <math.h>
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#include <stdbool.h>
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#include <ncurses.h>
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#include <unistd.h>
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#include <termios.h>
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#include <limits.h>
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#include <time.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include "hash.h"
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#include "structure.h"
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#include "base.h"
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imgs digits ;
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imgs letters ;
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int ln_baseN(int n, int b) {
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int r = 0;
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while(n != 0) {
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n = n / b;
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r++;
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}
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return r;
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}
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int pw(int x, int n) {
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if (n<0)
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return 0;
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if (n==0)
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return 1;
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if (n%2==0)
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return pw(x*x, n/2);
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return x*pw(x*x, n/2);
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}
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int abs(int n) {
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if(n > 0) {
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return n;
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} else {
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return (-n);
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}
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}
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int min(int a, int b) {
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if(a > b) {
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return b;
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};
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return a;
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}
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int max(int a, int b) {
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if(a < b) {
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return b;
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};
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return a;
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}
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double absf(double n) {
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if(n > 0.0f) {
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return n;
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} else {
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return (-n);
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}
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}
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int convex_seg(int x1, int x2, double theta) {
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return (int)(((1.0f - theta) * x1 + theta * x2));
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}
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bool is_an_integer(char c) {
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return ((int)c >= 48 && (int)c <= 57);
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}
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double to_double(int n) {
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return (double)n ;
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}
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int to_int(double n) {
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return (int)n ;
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}
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int line_count(char* filename) {
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FILE* ptr = fopen(filename, "r");
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char c = 'd';
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int n = 0 ;
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while(c != EOF) {
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if(c == '\n') {
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n += 1;
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};
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c = fgetc(ptr);
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};
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fclose(ptr);
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return (n+1);
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}
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int str_to_int(char* s) {
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int res = 0 ;
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int i = 0 ;
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while(s[i] != '\0' && is_an_integer(s[i])) {
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res *= 10 ;
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res += (int)s[i] - 48 ;
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i++;
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};
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return res;
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}
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bool str_equal(char* s1, char* s2) {
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if(s1[0] == '\0' || s2[0] == '\0') {
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return (s1[0] == '\0' && s2[0] == '\0');
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}
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return (s1[0] == s2[0] && str_equal(&s1[1], &s2[1]));
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}
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// ------------------------------------------------------------------------------------------------ //
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cube_0 create_cube_0(double x, double y, double z, double w, double h, double d, int r, int g, int b) {
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cube_0 cb ;
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cb.red = r ;
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cb.green = g ;
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cb.blue = b ;
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cb.x = x ;
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cb.y = y ;
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cb.z = z ;
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cb.w = w ;
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cb.h = h ;
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cb.d = d ;
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cb.hz_angle = 0.0 ;
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cb.vt_angle = 0.0 ;
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return cb ;
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}
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cube create_cube(double x, double y, double z, double w, double h, double d, int r, int g, int b) {
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cube cb = malloc(sizeof(cube_0));
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*cb = create_cube_0(x, y, z, w, d, h, r, g, b) ;
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return cb;
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}
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void free_cube(cube c) {
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free(c) ;
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}
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// ------------------------------------------------------------------------------------------------ //
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double convex_pt(double a, double b, double theta) {
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return (a+(b-a)*theta) ;
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}
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double distance_pt_pt_3d(double x0, double y0, double z0, double x1, double y1, double z1) {
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return sqrt((x1 - x0)*(x1 - x0)+(y1 - y0)*(y1 - y0)+(z1 - z0)*(z1 - z0)) ;
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}
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double distance_pt_seg_3d(double x, double y, double z, double sx, double sy, double sz, double ex, double ey, double ez) {
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double theta = -(
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((ex - sx) * (sx - x) + (ey - sy) * (sy - y) + (ez - sz) * (sz - z)) /
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((ex - sx) * (ex - sx) + (ey - sy) * (ey - sy) + (ez - sz) * (ez - sz))
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);
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if(theta >= 0.0 && theta <= 1.0) {
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return (distance_pt_pt_3d(x, y, z, convex_pt(sx, ex, theta), convex_pt(sy, ey, theta), convex_pt(sz, ez, theta))) ;
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} else if (theta < 0.0) {
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return (distance_pt_pt_3d(x, y, z, sx, sy, sz)) ;
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} else {
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return (distance_pt_pt_3d(x, y, z, ex, ey, ez)) ;
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}
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}
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double distance_pt_cube_axis(double coord, double begin, double end) {
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if(coord < begin) {
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return (begin-coord) ;
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} else if(coord > end) {
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return (coord-end) ;
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} else {
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return 0.0 ;
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}
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}
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double distance_pt_cube_aligned_3d(double x0, double y0, double z0, double cx, double cy, double cz, double cw, double ch, double cd) {
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return (distance_pt_cube_axis(x0, cx, cx+cw)+distance_pt_cube_axis(y0, cy, cy+ch)+distance_pt_cube_axis(z0, cz, cz+cd)) ;
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}
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double distance_pt_cube_0_3d(double x0, double y0, double z0, cube_0 c) {
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// places the origin at the center of the cube
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double x = x0 - (c.x + c.w/2.0) ;
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double y = y0 - (c.y + c.h/2.0) ;
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double z = z0 - (c.z + c.d/2.0) ;
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// rotate the point : y then x
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double xry = x*cos(c.hz_angle) + z*sin(c.hz_angle) ;
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double yry = y ;
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double zry = z*cos(c.hz_angle) - x*sin(c.hz_angle) ;
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double xrx = xry ;
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double yrx = yry*cos(c.vt_angle) - zry*sin(c.vt_angle) ;
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double zrx = zry*cos(c.vt_angle) + yry*sin(c.vt_angle) ;
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// now the cube and pt are aligned, and (0, 0, 0) is at the cube's (bary)center
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return distance_pt_cube_aligned_3d(xrx, yrx, zrx, -c.w/2.0, -c.h/2.0, -c.d/2.0, c.w/2.0, c.h/2.0, c.d/2.0) ;
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}
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double distance_pt_cube_3d(double x0, double y0, double z0, cube cb) {
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return distance_pt_cube_0_3d(x0, y0, z0, *cb) ;
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}
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// ------------------------------------------------------------------------------------------------ //
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void import_digits(SDL_Renderer* renderer) {
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imgs res;
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res.arr = malloc(sizeof(SDL_Texture*)*11);
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SDL_Texture* texture;
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SDL_Surface* img;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/digit-0.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[0] = texture;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/digit-1.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[1] = texture;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/digit-2.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[2] = texture;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/digit-3.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[3] = texture;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/digit-4.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[4] = texture;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/digit-5.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[5] = texture;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/digit-6.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[6] = texture;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/digit-7.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[7] = texture;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/digit-8.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[8] = texture;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/digit-9.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[9] = texture;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/digits/sign-minus.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[10] = texture;
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res.len = 11 ;
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digits = res;
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}
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void import_letters(SDL_Renderer* renderer) {
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imgs res;
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res.arr = malloc(sizeof(SDL_Texture*)*26);
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SDL_Texture* texture;
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SDL_Surface* img;
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int cc = 0 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-a.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-b.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-c.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-d.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-e.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-f.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-g.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-h.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-i.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-j.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-k.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-l.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-m.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-n.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-o.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-p.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-q.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-r.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-s.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-t.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-u.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-v.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-w.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-x.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-y.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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cc += 1 ;
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// -------------------------------------------------------- //
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img = SDL_LoadBMP("./res/letters/letter-z.bmp");
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texture = SDL_CreateTextureFromSurface(renderer, img);
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SDL_FreeSurface(img);
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res.arr[cc] = texture;
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res.len = 26 ;
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letters = res;
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}
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void free_digits(imgs dgts) {
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for(int i = 0; i < dgts.len; i++) {
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SDL_DestroyTexture(dgts.arr[i]);
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}
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free(dgts.arr);
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} |