test funktioniert
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@ -17,9 +17,9 @@ set(SRC_FILES
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src/gamematrix.cpp
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src/gamematrix.cpp
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)
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)
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#set(INCLUDE_DIRS
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set(INCLUDE_DIRS
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# ${CMAKE_CURRENT_LIST_DIR}/linux
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${CMAKE_CURRENT_LIST_DIR}/includes
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#)
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)
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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@ -42,3 +42,22 @@ if (APPLE)
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework OpenGL")
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target_link_libraries(Prog3B "-framework OpenGL")
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endif()
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endif()
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add_executable(tests
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${CMAKE_CURRENT_LIST_DIR}/src/tests.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
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)
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target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
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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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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 OpenGL")
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endif()
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@ -39,11 +39,11 @@ void gamecube::Draw() const
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rlPushMatrix();
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rlPushMatrix();
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// Matrizen für Rotation und Translation erzeugen
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// Matrizen für Rotation und Translation erzeugen
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auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_b = gameMatrix::rot3D(rotation, 'y');
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auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
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// Matrizen multiplizieren (Translation * Rotation)
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// Matrizen multiplizieren (Translation * Rotation)
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auto model = gameMatrix::matmul(matrix_a, matrix_b);
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auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
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// transform for raylib matrix
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// transform for raylib matrix
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float f[16];
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float f[16];
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@ -31,7 +31,7 @@ Vec3 applyMatrix(const Matrix4& M, const Vec3& v) {
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void testMatmulIdentity() {
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void testMatmulIdentity() {
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Matrix4 A = identity();
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Matrix4 A = identity();
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Matrix4 B = identity();
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Matrix4 B = identity();
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Matrix4 C = gameMatrix::matmul(A, B);
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Matrix4 C = Matrix3D::gameMatrix::matmul(A, B);
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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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for (int j = 0; j < 4; j++) {
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for (int j = 0; j < 4; j++) {
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@ -48,7 +48,7 @@ void testMatmulIdentity() {
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void testTranslate() {
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void testTranslate() {
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Vec3 pos{1,2,3};
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Vec3 pos{1,2,3};
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Matrix4 T = gameMatrix::translate(pos);
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Matrix4 T = Matrix3D::gameMatrix::translate(pos);
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if (eq(T[0][3], 1) && eq(T[1][3], 2) && eq(T[2][3], 3))
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if (eq(T[0][3], 1) && eq(T[1][3], 2) && eq(T[2][3], 3))
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std::cout << "[OK] translate\n";
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std::cout << "[OK] translate\n";
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@ -58,7 +58,7 @@ void testTranslate() {
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void testRotZ90() {
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void testRotZ90() {
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Vec3 v{1,0,0};
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Vec3 v{1,0,0};
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Matrix4 R = gameMatrix::rot3D(90, 'z');
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Matrix4 R = Matrix3D::gameMatrix::rot3D(90, 'z');
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Vec3 r = applyMatrix(R, v);
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Vec3 r = applyMatrix(R, v);
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if (eq(r[0], 0) && eq(r[1], 1) && eq(r[2], 0))
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if (eq(r[0], 0) && eq(r[1], 1) && eq(r[2], 0))
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@ -69,7 +69,7 @@ void testRotZ90() {
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void testRotX180() {
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void testRotX180() {
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Vec3 v{0,1,0};
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Vec3 v{0,1,0};
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Matrix4 R = gameMatrix::rot3D(180, 'x');
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Matrix4 R = Matrix3D::gameMatrix::rot3D(180, 'x');
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Vec3 r = applyMatrix(R, v);
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Vec3 r = applyMatrix(R, v);
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if (eq(r[0], 0) && eq(r[1], -1) && eq(r[2], 0))
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if (eq(r[0], 0) && eq(r[1], -1) && eq(r[2], 0))
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@ -80,10 +80,10 @@ void testRotX180() {
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void testRotY270() {
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void testRotY270() {
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Vec3 v{1,0,0};
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Vec3 v{1,0,0};
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Matrix4 R = gameMatrix::rot3D(270, 'y');
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Matrix4 R = Matrix3D::gameMatrix::rot3D(270, 'y');
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Vec3 r = applyMatrix(R, v);
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Vec3 r = applyMatrix(R, v);
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if (eq(r[0], 0) && eq(r[1], 0) && eq(r[2], -1))
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if (eq(r[0], 0) && eq(r[1], 0) && eq(r[2], 1))
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std::cout << "[OK] rotY 270°\n";
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std::cout << "[OK] rotY 270°\n";
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else
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else
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std::cout << "[FAIL] rotY 270°\n";
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std::cout << "[FAIL] rotY 270°\n";
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