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[...]//Code for creating cubes
int main()
{
[...]//some extra codes
    while (!glfwWindowShouldClose(window))
    {
[...]//more extra codes
        cubes.DrawCubes(view, projection);
    chk:
        if (rSpeed > 90)
        {
            rSpeed = 90;
        }
        if (rSpeed < 1)
        {
            rSpeed = 1;
        }
        if (90 % rSpeed != 0)
        {
            if (inc)
                rSpeed++;
            else if (dec)
                rSpeed--;
            goto chk;
        }
        if (cubes.Rot_speed != rSpeed)
        {
            cubes.SetCubeRotationSpeed(rSpeed);
        }
        if (RotateX)
        {
            if (rot_x < 90 / rSpeed)
            {
                cubes.Rotate(0);
                rot_x++;
                cubes.Rotating = true;
                RotateY = false;
                RotateZ = false;
            }
            else
            {
                rot_x = 0;
                RotateX = false;
                cubes.Rotating = false;
            }
        }
        if (RotateY)
        {
            if (rot_y < 90 / rSpeed)
            {
                cubes.Rotate(1);
                rot_y++;
                cubes.Rotating = true;
                RotateX = false;
                RotateZ = false;
            }
            else
            {
                rot_y = 0;
                RotateY = false;
                cubes.Rotating = false;
            }
        }
        if (RotateZ)
        {
            if (rot_z < 90 / rSpeed)
            {
                cubes.Rotate(2);
                rot_z++;
                cubes.Rotating = true;
                RotateY = false;
                RotateX = false;
            }
            else
            {
                rot_z = 0;
                RotateZ = false;
                cubes.Rotating = false;
            }
        }
[...]//more extra codes
    }
}

where rSpeed and cubes.Rot_speed refers to angles for rotation speeds. The places where I kept [...] are codes unrelated to my question. So please don't mind those .

[...]
int main()
{
[...]
    while (!glfwWindowShouldClose(window))
    {
[...]
        cubes.DrawCubes(view, projection);
    chk:
        if (rSpeed > 90)
        {
            rSpeed = 90;
        }
        if (rSpeed < 1)
        {
            rSpeed = 1;
        }
        if (90 % rSpeed != 0)
        {
            if (inc)
                rSpeed++;
            else if (dec)
                rSpeed--;
            goto chk;
        }
        if (cubes.Rot_speed != rSpeed)
        {
            cubes.SetCubeRotationSpeed(rSpeed);
        }
        if (RotateX)
        {
            if (rot_x < 90 / rSpeed)
            {
                cubes.Rotate(0);
                rot_x++;
                cubes.Rotating = true;
                RotateY = false;
                RotateZ = false;
            }
            else
            {
                rot_x = 0;
                RotateX = false;
                cubes.Rotating = false;
            }
        }
        if (RotateY)
        {
            if (rot_y < 90 / rSpeed)
            {
                cubes.Rotate(1);
                rot_y++;
                cubes.Rotating = true;
                RotateX = false;
                RotateZ = false;
            }
            else
            {
                rot_y = 0;
                RotateY = false;
                cubes.Rotating = false;
            }
        }
        if (RotateZ)
        {
            if (rot_z < 90 / rSpeed)
            {
                cubes.Rotate(2);
                rot_z++;
                cubes.Rotating = true;
                RotateY = false;
                RotateX = false;
            }
            else
            {
                rot_z = 0;
                RotateZ = false;
                cubes.Rotating = false;
            }
        }
[...]
    }
}

where rSpeed and cubes.Rot_speed refers to angles for rotation speeds

[...]//Code for creating cubes
int main()
{
[...]//some extra codes
    while (!glfwWindowShouldClose(window))
    {
[...]//more extra codes
        cubes.DrawCubes(view, projection);
    chk:
        if (rSpeed > 90)
        {
            rSpeed = 90;
        }
        if (rSpeed < 1)
        {
            rSpeed = 1;
        }
        if (90 % rSpeed != 0)
        {
            if (inc)
                rSpeed++;
            else if (dec)
                rSpeed--;
            goto chk;
        }
        if (cubes.Rot_speed != rSpeed)
        {
            cubes.SetCubeRotationSpeed(rSpeed);
        }
        if (RotateX)
        {
            if (rot_x < 90 / rSpeed)
            {
                cubes.Rotate(0);
                rot_x++;
                cubes.Rotating = true;
                RotateY = false;
                RotateZ = false;
            }
            else
            {
                rot_x = 0;
                RotateX = false;
                cubes.Rotating = false;
            }
        }
        if (RotateY)
        {
            if (rot_y < 90 / rSpeed)
            {
                cubes.Rotate(1);
                rot_y++;
                cubes.Rotating = true;
                RotateX = false;
                RotateZ = false;
            }
            else
            {
                rot_y = 0;
                RotateY = false;
                cubes.Rotating = false;
            }
        }
        if (RotateZ)
        {
            if (rot_z < 90 / rSpeed)
            {
                cubes.Rotate(2);
                rot_z++;
                cubes.Rotating = true;
                RotateY = false;
                RotateX = false;
            }
            else
            {
                rot_z = 0;
                RotateZ = false;
                cubes.Rotating = false;
            }
        }
[...]//more extra codes
    }
}

where rSpeed and cubes.Rot_speed refers to angles for rotation speeds. The places where I kept [...] are codes unrelated to my question. So please don't mind those .

Tweeted twitter.com/StackCodeReview/status/1419356796859334658
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optimization of my code for less flag use Rubik's Cube rotation with OpenGL

Here, x_Cubes is a class that has a vector for storing data of class Cube. The code is too long for rotation and the Booleans are too many for a rotation function. I need to reduce the codes so that i only need to call the function on the main block and flags are only in the rotate function of Cube . ImI'm using shaders for the drawing actually so i dont know how to actually show the animations properly by reducing the codes. Any help would be appreciated. Thanks in advance!!

optimization of my code for less flag use

Here, x_Cubes is a class that has a vector for storing data of class Cube. The code is too long for rotation and the Booleans are too many for a rotation function. I need to reduce the codes so that i only need to call the function on the main block and flags are only in the rotate function of Cube . Im using shaders for the drawing actually so i dont know how to actually show the animations properly by reducing the codes. Any help would be appreciated. Thanks in advance!!

Rubik's Cube rotation with OpenGL

Here, x_Cubes is a class that has a vector for storing data of class Cube. The code is too long for rotation and the Booleans are too many for a rotation function. I need to reduce the codes so that i only need to call the function on the main block and flags are only in the rotate function of Cube . I'm using shaders for the drawing actually so i dont know how to actually show the animations properly by reducing the codes.

Source Link

optimization of my code for less flag use

I've been trying to make a rubik's cube project and it succeeds nicely . The only problem(or something like that) is that i need to optimize my code for easier understanding and more flexibility. Here's my code to optimize:

[...]
int main()
{
[...]
    while (!glfwWindowShouldClose(window))
    {
[...]
        cubes.DrawCubes(view, projection);
    chk:
        if (rSpeed > 90)
        {
            rSpeed = 90;
        }
        if (rSpeed < 1)
        {
            rSpeed = 1;
        }
        if (90 % rSpeed != 0)
        {
            if (inc)
                rSpeed++;
            else if (dec)
                rSpeed--;
            goto chk;
        }
        if (cubes.Rot_speed != rSpeed)
        {
            cubes.SetCubeRotationSpeed(rSpeed);
        }
        if (RotateX)
        {
            if (rot_x < 90 / rSpeed)
            {
                cubes.Rotate(0);
                rot_x++;
                cubes.Rotating = true;
                RotateY = false;
                RotateZ = false;
            }
            else
            {
                rot_x = 0;
                RotateX = false;
                cubes.Rotating = false;
            }
        }
        if (RotateY)
        {
            if (rot_y < 90 / rSpeed)
            {
                cubes.Rotate(1);
                rot_y++;
                cubes.Rotating = true;
                RotateX = false;
                RotateZ = false;
            }
            else
            {
                rot_y = 0;
                RotateY = false;
                cubes.Rotating = false;
            }
        }
        if (RotateZ)
        {
            if (rot_z < 90 / rSpeed)
            {
                cubes.Rotate(2);
                rot_z++;
                cubes.Rotating = true;
                RotateY = false;
                RotateX = false;
            }
            else
            {
                rot_z = 0;
                RotateZ = false;
                cubes.Rotating = false;
            }
        }
[...]
    }
}

where rSpeed and cubes.Rot_speed refers to angles for rotation speeds

On function cubes.Rotate():

    void x_Cubes::Rotate(int axis)
    {
        if (axis == 0)
        {
            for (auto& mx : m_cubes)
            {
                if (mx.cellx == m_HCube.cellx)
                    mx.RotateX();
            }
        }
        else if (axis == 1)
        {
            for (auto& mx : m_cubes)
            {
                if (mx.celly == m_HCube.celly)
                    mx.RotateY();
            }
        }
        else if (axis == 2)
        {
            for (auto& mx : m_cubes)
            {
                if (mx.cellz == m_HCube.cellz)
                    mx.RotateZ();
            }
        }
    }

m_cubes is just a vector of cube data

And the last piece of code :


    void _Rotate(glm::mat4& mat, float ang_x, float ang_y, float ang_z)
    {
        glm::mat4 transformX = glm::mat4(1.0f);
        glm::mat4 transformY = glm::mat4(1.0f);
        glm::mat4 transformZ = glm::mat4(1.0f);
        transformX = glm::rotate(transformX, glm::radians(ang_x), glm::vec3(1.0f, 0.0f, 0.0f));
        transformY = glm::rotate(transformY, glm::radians(ang_y), glm::vec3(0.0f, 1.0f, 0.0f));
        transformZ = glm::rotate(transformZ, glm::radians(ang_z), glm::vec3(0.0f, 0.0f, 1.0f));

        mat = transformX * transformY * transformZ * mat;
    }
    void Cube::RotateX()
    {
        rot_angle_X++;
        if (rot_angle_X < (90.0f / rot_speed))
            _Rotate(model, rot_speed, 0.0f, 0.0f);
        else
        {
            rot_angle_X = 0.0f;
            _Rotate(model, rot_speed, 0.0f, 0.0f);
        }
        if (rot_angle_X == 90.0f || rot_angle_X == 0.0f)
            SwapCellVals(0);
    }
    void Cube::RotateY()
    {
        rot_angle_Y++;
        if (rot_angle_Y < (90.0f / rot_speed))
            _Rotate(model, 0.0f, rot_speed, 0.0f);
        else
        {
            rot_angle_Y = 0.0f;
            _Rotate(model, 0.0f, rot_speed, 0.0f);
        }
        if (rot_angle_Y == 90.0f || rot_angle_Y == 0.0f)
            SwapCellVals(1);
    }
    void Cube::RotateZ()
    {
        rot_angle_Z++;
        if (rot_angle_Z < (90.0f / rot_speed))
            _Rotate(model, 0.0f, 0.0f, rot_speed);
        else
        {
            rot_angle_Z = 0.0f;
            _Rotate(model, 0.0f, 0.0f, rot_speed);
        }
        if (rot_angle_Z == 90.0f || rot_angle_Z == 0.0f)
            SwapCellVals(2);

    }

Here, x_Cubes is a class that has a vector for storing data of class Cube. The code is too long for rotation and the Booleans are too many for a rotation function. I need to reduce the codes so that i only need to call the function on the main block and flags are only in the rotate function of Cube . Im using shaders for the drawing actually so i dont know how to actually show the animations properly by reducing the codes. Any help would be appreciated. Thanks in advance!!