resolving conflicts
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commit
683917f564
@ -27,19 +27,20 @@ target_include_directories(Prog3B PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/includes
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${CMAKE_CURRENT_LIST_DIR}/includes
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${CMAKE_CURRENT_LIST_DIR}/raylib
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${CMAKE_CURRENT_LIST_DIR}/raylib
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)
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)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/mac_x86/libgamematrix.a
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#${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
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raylib
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${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
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opengl32
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gdi32
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m
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winmm
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)
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)
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# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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if (APPLE)
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if (APPLE)
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target_link_libraries(Prog3B PRIVATE "-framework IOKit"
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target_link_libraries(Prog3B "-framework IOKit")
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"-framework Cocoa"
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target_link_libraries(Prog3B "-framework Cocoa")
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"-framework OpenGL"
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target_link_libraries(Prog3B "-framework OpenGL")
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)
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endif()
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endif()
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add_executable(tests
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add_executable(tests
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@ -48,12 +49,15 @@ add_executable(tests
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)
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)
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target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
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target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
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target_link_libraries(tests PRIVATE)
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target_link_libraries(tests PRIVATE
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opengl32
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gdi32
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winmm
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)
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#if (APPLE)
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if (APPLE)
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#target_link_libraries(Prog3B PRIVATE "-framework IOKit")
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target_link_libraries(Prog3B PRIVATE "-framework IOKit")
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#target_link_libraries(Prog3B PRIVATE "-framework Cocoa")
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target_link_libraries(Prog3B PRIVATE "-framework Cocoa")
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#target_link_libraries(Prog3B PRIVATE "-framework OpenGL")
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target_link_libraries(Prog3B PRIVATE "-framework OpenGL")
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endif()
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#endif()
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@ -1,15 +1,14 @@
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#include "gamecube.h"
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#include "raylib.h"
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#include "raylib.h"
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#include "gamecube.h"
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gamecube::gamecube(const Vec3& pos, Color col)
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: position(pos), color(col) {}
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void gamecube::Update(float flipSpeed)
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void gamecube::Update(float flipSpeed)
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{
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{
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float dt = GetFrameTime();
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if (flippingForward)
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if (flippingForward)
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{
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{
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rotation += flipSpeed * dt;
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rotation += flipSpeed;
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if (rotation >= 180.0f)
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if (rotation >= 180.0f)
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{
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{
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rotation = 180.0f;
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rotation = 180.0f;
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@ -19,8 +18,7 @@ void gamecube::Update(float flipSpeed)
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}
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}
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else if (flippingBackward)
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else if (flippingBackward)
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{
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{
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rotation -= flipSpeed * dt;
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rotation -= flipSpeed;
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if (rotation <= 0.0f)
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if (rotation <= 0.0f)
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{
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{
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rotation = 0.0f;
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rotation = 0.0f;
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@ -29,3 +27,40 @@ void gamecube::Update(float flipSpeed)
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}
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}
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}
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}
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}
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}
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void gamecube::FlipForward() { flippingForward = true; }
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void gamecube::FlipBackward() { flippingBackward = true; }
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bool gamecube::IsFlipped() const { return flipped; }
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bool gamecube::IsMatched() const { return matched; }
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void gamecube::SetMatched(bool m) { matched = m; }
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void gamecube::Draw() const
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{
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rlPushMatrix();
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auto matrix_a = Matrix3D::gameMatrix::translate(
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{ position.x, position.y, position.z }
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);
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auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
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auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
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float f[16];
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for (int i = 0; i < 4; i++)
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for (int j = 0; j < 4; j++)
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f[j * 4 + i] = model[i][j];
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rlMultMatrixf(f);
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if (rotation < 90.0f)
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DrawCube({ 0, 0, 0 }, 1, 1, 1, GRAY);
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else
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DrawCube({ 0, 0, 0 }, 1, 1, 1, color);
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DrawCubeWires({ 0, 0, 0 }, 1, 1, 1, BLACK);
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rlPopMatrix();
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}
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Vec3 gamecube::GetPosition() const { return position; }
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float gamecube::GetRotationY() const { return rotation; }
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@ -1,3 +1,4 @@
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//
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// Created by bakee on 03.11.2025.
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// Created by bakee on 03.11.2025.
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//
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//
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#include "gamematrix.h"
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#include "gamematrix.h"
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@ -55,16 +56,16 @@ namespace Matrix3D
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switch (axis)
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switch (axis)
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{
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{
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case 'x':
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case 'x':
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result[1][1] = c; result[1][2] = -s;
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result[1][1] = c; result[1][2] = -s;
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result[2][1] = s; result[2][2] = c;
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result[2][1] = s; result[2][2] = c;
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break;
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break;
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case 'y':
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case 'y':
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result[0][0] = c; result[0][2] = s;
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result[0][0] = c; result[0][2] = s;
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result[2][0] = -s; result[2][2] = c;
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result[2][0] = -s; result[2][2] = c;
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break;
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break;
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case 'z':
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case 'z':
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result[0][0] = c; result[0][1] = -s;
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result[0][0] = c; result[0][1] = -s;
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result[1][0] = s; result[1][1] = c;
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result[1][0] = s; result[1][1] = c;
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break;
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break;
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default:
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default:
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break;
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break;
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@ -79,7 +80,7 @@ namespace Matrix3D
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Vec3 operator*(const Mat4& m, const Vec3& v)
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Vec3 operator*(const Mat4& m, const Vec3& v)
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{
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{
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Vec4 v_hom = {v[0], v[1], v[2], 1.0};
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Vec4 v_hom = { v[0], v[1], v[2], 1.0 };
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Vec4 res_hom = {};
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Vec4 res_hom = {};
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for (int i = 0; i < 4; ++i)
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for (int i = 0; i < 4; ++i)
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@ -90,6 +91,6 @@ namespace Matrix3D
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}
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}
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}
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}
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return {res_hom[0], res_hom[1], res_hom[2]};
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return { res_hom[0], res_hom[1], res_hom[2] };
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}
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}
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}
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}
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