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6 Commits

8 changed files with 146 additions and 69 deletions

10
.vscode/launch.json vendored Normal file
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@ -0,0 +1,10 @@
{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
]
}

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@ -12,33 +12,29 @@ if(NOT CMAKE_BUILD_TYPE)
endif() endif()
set(SRC_FILES set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/src/main.cpp src/main.cpp
${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp src/gamecube.cpp
src/gamematrix.cpp
) )
set(INCLUDE_DIRS #set(INCLUDE_DIRS
# ${CMAKE_CURRENT_LIST_DIR}/linux
#)
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
target_include_directories(Prog3B PRIVATE
${CMAKE_CURRENT_LIST_DIR}/includes ${CMAKE_CURRENT_LIST_DIR}/includes
${CMAKE_CURRENT_LIST_DIR}/linux
${CMAKE_CURRENT_LIST_DIR}/raylib ${CMAKE_CURRENT_LIST_DIR}/raylib
) )
include_directories(${CMAKE_CURRENT_LIST_DIR}/raylib)
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
target_link_libraries(${EXECUTABLE_NAME} PRIVATE target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a #${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a ${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
opengl32 opengl32
gdi32 gdi32
m
winmm winmm
) )
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libraylib.a
)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/mac_arm/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/mac_arm/libraylib.a
)
# Checks if OSX and links appropriate frameworks (Only required on MacOS) # Checks if OSX and links appropriate frameworks (Only required on MacOS)
if (APPLE) if (APPLE)
@ -46,33 +42,3 @@ 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
src/tests.cpp
${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
)
target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
target_link_libraries(tests PRIVATE
${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
opengl32
gdi32
winmm
)
target_link_libraries(tests PRIVATE
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libraylib.a
)
target_link_libraries(tests PRIVATE
${CMAKE_CURRENT_LIST_DIR}/mac_arm/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/mac_arm/libraylib.a
)
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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@ -1,19 +0,0 @@
#pragma once
#include <vector>
#include <array>
#include <stdexcept>
#include <cmath>
class gameMatrix
{
public:
// Matrix Multiplikation
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& A,
const std::array<std::array<double,4>,4>& B);
// Rotationsmatrix um Achse x/y/z
static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
// Verschiebung
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
};

23
includes/gamematrix.h Normal file
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@ -0,0 +1,23 @@
#pragma once
#include <vector>
#include <array>
#include <stdexcept>
#include <cmath>
namespace Matrix3D
{
using Vec3 = std::array<double, 3>;
using Vec4 = std::array<double, 4>;
using Mat4 = std::array<std::array<double, 4>, 4>;
class gameMatrix
{
public:
static Mat4 identity();
static Mat4 matmul(const Mat4& A, const Mat4& B);
static Mat4 translate(const Vec3& pos);
static Mat4 rot3D(double angle_deg, char axis);
};
Mat4 operator*(const Mat4& A, const Mat4& B);
Vec3 operator*(const Mat4& m, const Vec3& v);
}

97
src/gamematrix.cpp Normal file
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@ -0,0 +1,97 @@
//
// Created by bakee on 03.11.2025.
//
#include "gamematrix.h"
#include <cmath>
namespace Matrix3D
{
Mat4 gameMatrix::identity()
{
return {{
{1.0, 0.0, 0.0, 0.0},
{0.0, 1.0, 0.0, 0.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.0, 0.0, 1.0}
}};
}
Mat4 gameMatrix::matmul(const Mat4& A, const Mat4& B)
{
const int N = 4;
Mat4 result = {};
for (int i = 0; i < N; ++i)
{
for (int j = 0; j < N; ++j)
{
for (int k = 0; k < N; ++k)
{
result[i][j] += A[i][k] * B[k][j];
}
}
}
return result;
}
Mat4 gameMatrix::translate(const Vec3& pos)
{
Mat4 result = identity();
result[0][3] = pos[0]; // x
result[1][3] = pos[1]; // y
result[2][3] = pos[2]; // z
return result;
}
Mat4 gameMatrix::rot3D(double angle_deg, char axis)
{
const double angle_rad = angle_deg * M_PI / 180.0;
Mat4 result = identity();
const double c = std::cos(angle_rad);
const double s = std::sin(angle_rad);
switch (axis)
{
case 'x':
result[1][1] = c; result[1][2] = -s;
result[2][1] = s; result[2][2] = c;
break;
case 'y':
result[0][0] = c; result[0][2] = s;
result[2][0] = -s; result[2][2] = c;
break;
case 'z':
result[0][0] = c; result[0][1] = -s;
result[1][0] = s; result[1][1] = c;
break;
default:
break;
}
return result;
}
Mat4 operator*(const Mat4& A, const Mat4& B)
{
return gameMatrix::matmul(A, B);
}
Vec3 operator*(const Mat4& m, const Vec3& v)
{
Vec4 v_hom = {v[0], v[1], v[2], 1.0};
Vec4 res_hom = {};
for (int i = 0; i < 4; ++i)
{
for (int j = 0; j < 4; ++j)
{
res_hom[i] += m[i][j] * v_hom[j];
}
}
return {res_hom[0], res_hom[1], res_hom[2]};
}
}