Compare commits
14
Commits
| Author | SHA1 | Date | |
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f79648ea47 | ||
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b8f8b1c18d | ||
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1e1a9ab8d9 | ||
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54a44f9e53 | ||
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a239ad83cc | ||
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f72c06d87e | ||
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1c2af4eff0 | ||
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00328cf495 | ||
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e4e3bcf558 | ||
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e72d51f3b2 | ||
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2170001875 | ||
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a2d77869a1 | ||
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93ea5ae8d1 | ||
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96fdd10053 |
Generated
+8
@@ -0,0 +1,8 @@
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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Generated
+4
@@ -0,0 +1,4 @@
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<?xml version="1.0" encoding="UTF-8"?>
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||||||
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<project version="4">
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<component name="VcsDirectoryMappings" defaultProject="true" />
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||||||
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</project>
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||||||
Vendored
+10
@@ -0,0 +1,10 @@
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|||||||
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{
|
||||||
|
// Use IntelliSense to learn about possible attributes.
|
||||||
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// Hover to view descriptions of existing attributes.
|
||||||
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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||||||
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"configurations": [
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||||||
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||||||
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]
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||||||
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}
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||||||
+20
-35
@@ -8,71 +8,56 @@ set(CMAKE_CXX_STANDARD 20)
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|||||||
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|
||||||
# Set the default build type if not specified
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# Set the default build type if not specified
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||||||
if(NOT CMAKE_BUILD_TYPE)
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if(NOT CMAKE_BUILD_TYPE)
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||||||
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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||||||
endif()
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endif()
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||||||
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||||||
set(SRC_FILES
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set(SRC_FILES
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||||||
${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
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src/main.cpp
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||||||
${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
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src/gamecube.cpp
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||||||
|
src/gamematrix.cpp
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||||||
)
|
)
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||||||
|
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||||||
set(INCLUDE_DIRS
|
set(INCLUDE_DIRS
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||||||
${CMAKE_CURRENT_LIST_DIR}/includes
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${CMAKE_CURRENT_LIST_DIR}/includes
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||||||
${CMAKE_CURRENT_LIST_DIR}/linux
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)
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||||||
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||||||
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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||||||
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#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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||||||
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target_include_directories(Prog3B PRIVATE
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||||||
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${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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||||||
include_directories(${CMAKE_CURRENT_LIST_DIR}/raylib)
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||||||
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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||||||
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
|
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||||||
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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||||||
${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
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#${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
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||||||
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
|
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
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||||||
opengl32
|
opengl32
|
||||||
gdi32
|
gdi32
|
||||||
|
m
|
||||||
winmm
|
winmm
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||||||
)
|
)
|
||||||
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
|
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||||||
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libgamematrix.a
|
|
||||||
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libraylib.a
|
|
||||||
)
|
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||||||
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
|
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||||||
${CMAKE_CURRENT_LIST_DIR}/mac_arm/libgamematrix.a
|
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||||||
${CMAKE_CURRENT_LIST_DIR}/mac_arm/libraylib.a
|
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||||||
)
|
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||||||
|
|
||||||
# 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)
|
||||||
target_link_libraries(Prog3B "-framework IOKit")
|
target_link_libraries(Prog3B "-framework IOKit")
|
||||||
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
|
add_executable(tests
|
||||||
src/tests.cpp
|
${CMAKE_CURRENT_LIST_DIR}/src/tests.cpp
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||||||
${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
|
${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
|
||||||
)
|
)
|
||||||
target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
|
target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
|
||||||
|
|
||||||
target_link_libraries(tests PRIVATE
|
target_link_libraries(tests PRIVATE
|
||||||
${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
|
|
||||||
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
|
|
||||||
opengl32
|
opengl32
|
||||||
gdi32
|
gdi32
|
||||||
winmm
|
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)
|
if (APPLE)
|
||||||
target_link_libraries(Prog3B PRIVATE "-framework IOKit")
|
target_link_libraries(Prog3B PRIVATE "-framework IOKit")
|
||||||
target_link_libraries(Prog3B PRIVATE "-framework Cocoa")
|
target_link_libraries(Prog3B PRIVATE "-framework Cocoa")
|
||||||
target_link_libraries(Prog3B PRIVATE "-framework OpenGL")
|
target_link_libraries(Prog3B PRIVATE "-framework OpenGL")
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Submodule
+1
Submodule Prog3b_651 added at 2170001875
@@ -0,0 +1,20 @@
|
|||||||
|
Projekt: .wuerfelmemory
|
||||||
|
Datum: 03.11.2025
|
||||||
|
|
||||||
|
|
||||||
|
Team(Rollen):Projektleiter: Alina.B
|
||||||
|
Architekt: Alex.S
|
||||||
|
Entwickler: Tomila.B
|
||||||
|
Tester: Elisa.S
|
||||||
|
|
||||||
|
1.Projektziel:
|
||||||
|
|
||||||
|
| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
|
||||||
|
|---------------|------------------------------------|-----------------------|----------------------------------------|
|
||||||
|
| matmul | 4x4 Matrix A, 4x4 Matrix B | 4x4 Matrix | |
|
||||||
|
| translate | 3D Vektor | 4x4 Matrix | |
|
||||||
|
| rot3D | Winkel in °, Rotationsachse (x/y/z)| 4x4 Matrix | |
|
||||||
|
|
||||||
|
|
||||||
|
Dokumentation:
|
||||||
|
|
||||||
@@ -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);
|
|
||||||
};
|
|
||||||
@@ -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);
|
||||||
|
}
|
||||||
@@ -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];
|
||||||
@@ -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]};
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
+6
-6
@@ -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";
|
||||||
|
|||||||
Reference in New Issue
Block a user