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No commits in common. "1e1a9ab8d9e3475f135d0c529373c3f49e0f53b6" and "e72d51f3b22ebea2e2efe8fcb4f7e4774a0b4abe" have entirely different histories.
1e1a9ab8d9
...
e72d51f3b2
@ -12,28 +12,19 @@ if(NOT CMAKE_BUILD_TYPE)
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endif()
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set(SRC_FILES
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src/main.cpp
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src/gamecube.cpp
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src/gamematrix.cpp
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${CMAKE_CURRENT_LIST_DIR}/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
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)
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#set(INCLUDE_DIRS
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# ${CMAKE_CURRENT_LIST_DIR}/linux
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#)
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set(INCLUDE_DIRS
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${CMAKE_CURRENT_LIST_DIR}/linux
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)
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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target_include_directories(Prog3B PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/includes
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${CMAKE_CURRENT_LIST_DIR}/raylib
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)
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target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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#${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
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${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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${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
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)
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# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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@ -39,11 +39,11 @@ void gamecube::Draw() const
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rlPushMatrix();
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// Matrizen für Rotation und Translation erzeugen
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auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
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auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_b = gameMatrix::rot3D(rotation, 'y');
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// Matrizen multiplizieren (Translation * Rotation)
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auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
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auto model = gameMatrix::matmul(matrix_a, matrix_b);
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// transform for raylib matrix
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float f[16];
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19
gamematrix.h
Normal file
19
gamematrix.h
Normal file
@ -0,0 +1,19 @@
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#pragma once
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#include <vector>
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#include <array>
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#include <stdexcept>
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#include <cmath>
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class gameMatrix
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{
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public:
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// Matrix Multiplikation
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static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& A,
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const std::array<std::array<double,4>,4>& B);
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// Rotationsmatrix um Achse x/y/z
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static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
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// Verschiebung
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static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
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};
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@ -1,23 +0,0 @@
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#pragma once
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#include <vector>
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#include <array>
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#include <stdexcept>
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#include <cmath>
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namespace Matrix3D
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{
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using Vec3 = std::array<double, 3>;
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using Vec4 = std::array<double, 4>;
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using Mat4 = std::array<std::array<double, 4>, 4>;
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class gameMatrix
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{
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public:
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static Mat4 identity();
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static Mat4 matmul(const Mat4& A, const Mat4& B);
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static Mat4 translate(const Vec3& pos);
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static Mat4 rot3D(double angle_deg, char axis);
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};
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Mat4 operator*(const Mat4& A, const Mat4& B);
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Vec3 operator*(const Mat4& m, const Vec3& v);
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}
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@ -1,97 +0,0 @@
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//
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// Created by bakee on 03.11.2025.
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//
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#include "gamematrix.h"
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#include <cmath>
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namespace Matrix3D
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{
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Mat4 gameMatrix::identity()
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{
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return {{
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{1.0, 0.0, 0.0, 0.0},
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{0.0, 1.0, 0.0, 0.0},
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{0.0, 0.0, 1.0, 0.0},
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{0.0, 0.0, 0.0, 1.0}
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}};
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}
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Mat4 gameMatrix::matmul(const Mat4& A, const Mat4& B)
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{
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const int N = 4;
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Mat4 result = {};
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for (int i = 0; i < N; ++i)
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{
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for (int j = 0; j < N; ++j)
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{
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for (int k = 0; k < N; ++k)
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{
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result[i][j] += A[i][k] * B[k][j];
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}
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}
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}
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return result;
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}
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Mat4 gameMatrix::translate(const Vec3& pos)
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{
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Mat4 result = identity();
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result[0][3] = pos[0]; // x
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result[1][3] = pos[1]; // y
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result[2][3] = pos[2]; // z
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return result;
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}
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Mat4 gameMatrix::rot3D(double angle_deg, char axis)
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{
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const double angle_rad = angle_deg * M_PI / 180.0;
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Mat4 result = identity();
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const double c = std::cos(angle_rad);
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const double s = std::sin(angle_rad);
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switch (axis)
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{
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case 'x':
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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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break;
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case 'y':
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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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break;
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case 'z':
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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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break;
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default:
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break;
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}
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return result;
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}
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Mat4 operator*(const Mat4& A, const Mat4& B)
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{
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return gameMatrix::matmul(A, B);
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}
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Vec3 operator*(const Mat4& m, const Vec3& v)
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{
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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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for (int i = 0; i < 4; ++i)
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{
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for (int j = 0; j < 4; ++j)
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{
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res_hom[i] += m[i][j] * v_hom[j];
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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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}
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}
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