test funktioniert

This commit is contained in:
Sladoje 2025-11-17 12:30:07 +01:00
parent a239ad83cc
commit b8f8b1c18d
3 changed files with 31 additions and 12 deletions

View File

@ -17,9 +17,9 @@ set(SRC_FILES
src/gamematrix.cpp src/gamematrix.cpp
) )
#set(INCLUDE_DIRS set(INCLUDE_DIRS
# ${CMAKE_CURRENT_LIST_DIR}/linux ${CMAKE_CURRENT_LIST_DIR}/includes
#) )
add_executable(${EXECUTABLE_NAME} ${SRC_FILES}) add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS}) #target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
@ -42,3 +42,22 @@ if (APPLE)
target_link_libraries(Prog3B "-framework Cocoa") target_link_libraries(Prog3B "-framework Cocoa")
target_link_libraries(Prog3B "-framework OpenGL") target_link_libraries(Prog3B "-framework OpenGL")
endif() endif()
add_executable(tests
${CMAKE_CURRENT_LIST_DIR}/src/tests.cpp
${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
)
target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
target_link_libraries(tests PRIVATE
opengl32
gdi32
winmm
)
if (APPLE)
target_link_libraries(Prog3B PRIVATE "-framework IOKit")
target_link_libraries(Prog3B PRIVATE "-framework Cocoa")
target_link_libraries(Prog3B PRIVATE "-framework OpenGL")
endif()

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@ -39,11 +39,11 @@ void gamecube::Draw() const
rlPushMatrix(); rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen // Matrizen für Rotation und Translation erzeugen
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z}); auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
auto matrix_b = gameMatrix::rot3D(rotation, 'y'); auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
// Matrizen multiplizieren (Translation * Rotation) // Matrizen multiplizieren (Translation * Rotation)
auto model = gameMatrix::matmul(matrix_a, matrix_b); auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
// transform for raylib matrix // transform for raylib matrix
float f[16]; float f[16];

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@ -31,7 +31,7 @@ Vec3 applyMatrix(const Matrix4& M, const Vec3& v) {
void testMatmulIdentity() { void testMatmulIdentity() {
Matrix4 A = identity(); Matrix4 A = identity();
Matrix4 B = identity(); Matrix4 B = identity();
Matrix4 C = gameMatrix::matmul(A, B); Matrix4 C = Matrix3D::gameMatrix::matmul(A, B);
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) { for (int j = 0; j < 4; j++) {
@ -48,7 +48,7 @@ void testMatmulIdentity() {
void testTranslate() { void testTranslate() {
Vec3 pos{1,2,3}; Vec3 pos{1,2,3};
Matrix4 T = gameMatrix::translate(pos); Matrix4 T = Matrix3D::gameMatrix::translate(pos);
if (eq(T[0][3], 1) && eq(T[1][3], 2) && eq(T[2][3], 3)) if (eq(T[0][3], 1) && eq(T[1][3], 2) && eq(T[2][3], 3))
std::cout << "[OK] translate\n"; std::cout << "[OK] translate\n";
@ -58,7 +58,7 @@ void testTranslate() {
void testRotZ90() { void testRotZ90() {
Vec3 v{1,0,0}; Vec3 v{1,0,0};
Matrix4 R = gameMatrix::rot3D(90, 'z'); Matrix4 R = Matrix3D::gameMatrix::rot3D(90, 'z');
Vec3 r = applyMatrix(R, v); Vec3 r = applyMatrix(R, v);
if (eq(r[0], 0) && eq(r[1], 1) && eq(r[2], 0)) if (eq(r[0], 0) && eq(r[1], 1) && eq(r[2], 0))
@ -69,7 +69,7 @@ void testRotZ90() {
void testRotX180() { void testRotX180() {
Vec3 v{0,1,0}; Vec3 v{0,1,0};
Matrix4 R = gameMatrix::rot3D(180, 'x'); Matrix4 R = Matrix3D::gameMatrix::rot3D(180, 'x');
Vec3 r = applyMatrix(R, v); Vec3 r = applyMatrix(R, v);
if (eq(r[0], 0) && eq(r[1], -1) && eq(r[2], 0)) if (eq(r[0], 0) && eq(r[1], -1) && eq(r[2], 0))
@ -80,10 +80,10 @@ void testRotX180() {
void testRotY270() { void testRotY270() {
Vec3 v{1,0,0}; Vec3 v{1,0,0};
Matrix4 R = gameMatrix::rot3D(270, 'y'); Matrix4 R = Matrix3D::gameMatrix::rot3D(270, 'y');
Vec3 r = applyMatrix(R, v); Vec3 r = applyMatrix(R, v);
if (eq(r[0], 0) && eq(r[1], 0) && eq(r[2], -1)) if (eq(r[0], 0) && eq(r[1], 0) && eq(r[2], 1))
std::cout << "[OK] rotY 270°\n"; std::cout << "[OK] rotY 270°\n";
else else
std::cout << "[FAIL] rotY 270°\n"; std::cout << "[FAIL] rotY 270°\n";