30 Commits
Author SHA1 Message Date
guecuekal99763 683917f564 resolving conflicts 2025-12-15 12:47:58 +01:00
guecuekal99763 4276656917 fixing merge conflicts 2025-12-15 12:21:58 +01:00
PapiBigSzill b13d535c27 mergeconflict 2025-12-15 12:19:33 +01:00
bakeevato99733 0e9ee64c18 JETZT NEU! 2025-12-15 12:14:07 +01:00
bhattial100541 2bf7de8f28 Delete .DS_Store 2025-12-15 10:57:01 +00:00
bhattial100541 d4cf18dfcd Delete .vscode/launch.json 2025-12-15 10:54:54 +00:00
bhattial100541 41845f8b1d Delete .idea/vcs.xml 2025-12-15 10:54:44 +00:00
bhattial100541 0f42ef18d0 Delete .idea/.gitignore 2025-12-15 10:54:37 +00:00
guecuekal99763 6a54e6d4a2 Resolve merge conflict in gamematrix.cpp 2025-12-15 11:42:39 +01:00
bhattial100541 2fd3ee5870 neustand mit allem final 2025-12-14 04:02:09 +01:00
bhattial100541 59f4d6b3af .gitignore aktualiesiert 2025-12-13 22:33:58 +01:00
bakeevato99733 37060ed06e Bugfix: Race Condition behoben mit GameState (State Machine) 2025-12-01 13:02:48 +01:00
PapiBigSzill c874f8b517 Menu für 3, 6 Paare hingefügt 2025-12-01 13:00:03 +01:00
bhattial100541 bc4f4f743d some changes 2025-12-01 12:09:43 +01:00
Sladoje f954d09a29 added timer in main.cpp 2025-12-01 11:58:51 +01:00
Sladoje f79648ea47 Merge branch 'main' into project_tester 2025-11-17 12:33:25 +01:00
Sladoje b8f8b1c18d test funktioniert 2025-11-17 12:30:07 +01:00
bakeevato99733 1e1a9ab8d9 Merge branch 'main' into project_developer 2025-11-17 12:26:16 +01:00
bakeevato99733 54a44f9e53 fehlerkorrektur (namespace, gamecube) 2025-11-17 12:08:36 +01:00
Sladoje a239ad83cc Fixing merge commit 2025-11-17 11:55:30 +01:00
bakeevato99733 f72c06d87e cmake.txt hinzugefügt 2025-11-17 11:46:17 +01:00
bakeevato99733 1c2af4eff0 Entwickler: gamematrix.h aktualisiert 2025-11-16 21:45:53 +01:00
Sladoje 00328cf495 Merge remote-tracking branch 'origin/project_developer' into project_tester 2025-11-16 19:58:48 +01:00
Sladoje 0f1d80fa82 add tester files 2025-11-16 19:40:42 +01:00
bakeevato99733 e4e3bcf558 Entwickler: gamematrix.cpp implementiert (matmul, translate, rot3D) 2025-11-16 18:15:27 +01:00
bhattial100541 e72d51f3b2 hi 2025-11-13 13:08:02 +01:00
bhattial100541 2170001875 adding requirements 2025-11-03 13:04:14 +01:00
bhattial100541 a2d77869a1 adding requirements 2025-11-03 13:03:48 +01:00
bhattial100541 93ea5ae8d1 Add requirements.txt 2025-11-03 11:59:18 +00:00
guecuekal99763 96fdd10053 hi 2025-10-20 12:47:04 +02:00
13 changed files with 577 additions and 180 deletions
+22
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@@ -0,0 +1,22 @@
# ===== Build =====
cmake-build-*/
build/
out/
# ===== IDE =====
.idea/
*.iml
# ===== OS =====
.DS_Store
# ===== Compiled =====
*.o
*.obj
*.a
*.so
*.dylib
*.exe
# ===== Logs =====
*.log
+38 -10
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@@ -8,28 +8,56 @@ set(CMAKE_CXX_STANDARD 20)
# Set the default build type if not specified
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif()
set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/main.cpp
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
src/main.cpp
src/gamecube.cpp
src/gamematrix.cpp
)
set(INCLUDE_DIRS
${CMAKE_CURRENT_LIST_DIR}/linux
${CMAKE_CURRENT_LIST_DIR}/includes
)
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
target_include_directories(Prog3B PRIVATE
${CMAKE_CURRENT_LIST_DIR}/includes
${CMAKE_CURRENT_LIST_DIR}/raylib
)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
#${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
opengl32
gdi32
m
winmm
)
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
if (APPLE)
target_link_libraries(Prog3B "-framework IOKit")
target_link_libraries(Prog3B "-framework Cocoa")
target_link_libraries(Prog3B "-framework OpenGL")
target_link_libraries(Prog3B "-framework IOKit")
target_link_libraries(Prog3B "-framework Cocoa")
target_link_libraries(Prog3B "-framework OpenGL")
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()
Submodule
+1
Submodule Prog3b_651 added at 2170001875
+20
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@@ -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:
-19
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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);
};
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+23
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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);
}
-136
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@@ -1,136 +0,0 @@
#include "gamecube.h"
#include <algorithm>
#include <ctime>
// -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm
// -----------------------------------------------------------
int main()
{
// Zufall initialisieren
srand(time(NULL));
// Fenster und Kamera
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
SetTargetFPS(60);
Camera3D camera{};
camera.position = {6.0f, 6.0f, 6.0f};
camera.target = {0.0f, 0.0f, 0.0f};
camera.up = {0.0f, 1.0f, 0.0f};
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Nur 3 Farben für 3 Paare
Color colors[] = { RED, GREEN, BLUE };
// 6 Karten-Positionen im 3x2 Raster
std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
// Farben doppelt in einen Pool legen und mischen
std::vector<Color> colorPool;
for (int i = 0; i < 3; i++)
{
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
}
// Fisher-Yates Shuffle mit rand()
for (int i = colorPool.size() - 1; i > 0; --i)
{
int j = rand() % (i + 1); // Zufallsindex von 0 bis i
std::swap(colorPool[i], colorPool[j]);
}
// Karten/Würfel erstellen
std::vector<gamecube> cubes;
for (int i = 0; i < 6; i++)
cubes.emplace_back(positions[i], colorPool[i]);
gamecube* first = nullptr;
gamecube* second = nullptr;
float flipSpeed = 5.0f; // Drehgeschwindigkeit
bool gameWon = false;
// -----------------------------------------------------------
// Hauptspielschleife
// -----------------------------------------------------------
while (!WindowShouldClose())
{
// Klick-Erkennung
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
Vector2 mouse = GetMousePosition();
for (auto &c : cubes)
{
if (!c.IsFlipped() && !c.IsMatched())
{
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
c.FlipForward();
}
}
}
// Animation aller Würfel
for (auto &c : cubes)
{
c.Update(flipSpeed);
// Sobald ein Würfel vollständig umgedreht ist → merken
if (c.IsFlipped() && !c.IsMatched())
{
if (!first) first = &c;
else if (!second && &c != first) second = &c;
}
}
// Matching-Logik
if (first && second)
{
Color col1 = first->GetColor();
Color col2 = second->GetColor();
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
{
first->SetMatched(true);
second->SetMatched(true);
}
else
{
first->FlipBackward();
second->FlipBackward();
}
first = second = nullptr;
}
// Gewinnprüfung
if (!gameWon)
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
// -----------------------------------------------------------
// Zeichnen
// -----------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
for (auto &c : cubes)
c.Draw();
EndMode3D();
if (gameWon)
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
else
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
EndDrawing();
}
CloseWindow();
return 0;
}
+15 -15
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@@ -1,6 +1,7 @@
#include "raylib.h"
#include "gamecube.h"
gamecube::gamecube(const Vec3 &pos, Color col)
gamecube::gamecube(const Vec3& pos, Color col)
: position(pos), color(col) {}
void gamecube::Update(float flipSpeed)
@@ -27,8 +28,8 @@ void gamecube::Update(float flipSpeed)
}
}
void gamecube::FlipForward() { flippingForward = true; }
void gamecube::FlipBackward() { flippingBackward = true; }
void gamecube::FlipForward() { flippingForward = true; }
void gamecube::FlipBackward() { flippingBackward = true; }
bool gamecube::IsFlipped() const { return flipped; }
bool gamecube::IsMatched() const { return matched; }
@@ -38,29 +39,28 @@ void gamecube::Draw() const
{
rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
auto matrix_b = gameMatrix::rot3D(rotation, 'y');
auto matrix_a = Matrix3D::gameMatrix::translate(
{ position.x, position.y, position.z }
);
auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
// Matrizen multiplizieren (Translation * Rotation)
auto model = gameMatrix::matmul(matrix_a, matrix_b);
// transform for raylib matrix
float f[16];
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
f[j * 4 + i] = model[i][j];
rlMultMatrixf(f);
if (rotation < 90.0f)
DrawCube({0,0,0}, 1,1,1, GRAY);
DrawCube({ 0, 0, 0 }, 1, 1, 1, GRAY);
else
DrawCube({0,0,0}, 1,1,1, color);
DrawCube({ 0, 0, 0 }, 1, 1, 1, color);
DrawCubeWires({0,0,0}, 1,1,1, BLACK);
DrawCubeWires({ 0, 0, 0 }, 1, 1, 1, BLACK);
rlPopMatrix();
}
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }
+96
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@@ -0,0 +1,96 @@
//
// 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];
result[1][3] = pos[1];
result[2][3] = pos[2];
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] };
}
}
+227
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@@ -0,0 +1,227 @@
#include "gamecube.h"
#include "raylib.h"
#include <algorithm>
#include <ctime>
#include <vector>
#include <cstdio>
// -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm
// -----------------------------------------------------------
enum GameScreen { MENU = 0, GAMEPLAY };
void SetupGame(std::vector<gamecube>& cubes, int pairs)
{
cubes.clear();
Color colors[] = { RED, GREEN, BLUE, YELLOW, ORANGE, PURPLE, WHITE, SKYBLUE };
int count = pairs * 2;
int cols = (count > 6) ? 4 : 3;
int rows = (count > 6) ? 3 : 2;
std::vector<Vec3> positions;
int index = 0;
for (int r = 0; r < rows && index < count; ++r)
{
for (int c = 0; c < cols && index < count; ++c)
{
positions.push_back({ (float)c * 2.0f - (cols - 1), 0.0f,
(float)r * 2.0f - (rows - 1) });
index++;
}
}
std::vector<Color> colorPool;
for (int i = 0; i < pairs; ++i)
{
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
}
// Shuffle
for (int i = (int)colorPool.size() - 1; i > 0; --i)
{
int j = rand() % (i + 1);
std::swap(colorPool[i], colorPool[j]);
}
for (int i = 0; i < count; ++i)
cubes.emplace_back(positions[i], colorPool[i]);
}
int main()
{
srand((unsigned)time(nullptr));
InitWindow(800, 600, "3D Memory Game");
SetTargetFPS(60);
Camera3D camera{};
camera.position = { 6.0f, 6.0f, 6.0f };
camera.target = { 0.0f, 0.0f, 0.0f };
camera.up = { 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
GameScreen currentScreen = MENU;
std::vector<gamecube> cubes;
gamecube* first = nullptr;
gamecube* second = nullptr;
int selectedPairs = 3;
float flipSpeed = 180.0f; // Grad pro Sekunde
bool gameWon = false;
bool timerStarted = false;
double startTime = 0.0;
double endTime = 0.0;
while (!WindowShouldClose())
{
// ---------------- UPDATE ----------------
switch (currentScreen)
{
case MENU:
{
if (IsKeyPressed(KEY_THREE))
{
selectedPairs = 3;
SetupGame(cubes, selectedPairs);
currentScreen = GAMEPLAY;
gameWon = false;
first = second = nullptr;
timerStarted = false;
}
else if (IsKeyPressed(KEY_SIX))
{
selectedPairs = 6;
SetupGame(cubes, selectedPairs);
currentScreen = GAMEPLAY;
gameWon = false;
first = second = nullptr;
timerStarted = false;
}
break;
}
case GAMEPLAY:
{
if (!timerStarted)
{
startTime = GetTime();
timerStarted = true;
}
// Klick-Erkennung mit Ray
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON) && second == nullptr)
{
Ray ray = GetMouseRay(GetMousePosition(), camera);
gamecube* hit = nullptr;
float bestDist = 1e9f;
for (auto& c : cubes)
{
if (c.IsMatched() || c.IsFlipped()) continue;
Vec3 p = c.GetPosition();
BoundingBox box;
box.min = { p.x - 0.75f, p.y - 0.75f, p.z - 0.75f };
box.max = { p.x + 0.75f, p.y + 0.75f, p.z + 0.75f };
RayCollision col = GetRayCollisionBox(ray, box);
if (col.hit && col.distance < bestDist)
{
bestDist = col.distance;
hit = &c;
}
}
if (hit)
{
if (!first)
{
first = hit;
first->FlipForward();
}
else if (hit != first)
{
second = hit;
second->FlipForward();
}
}
}
// Animation
for (auto& c : cubes)
c.Update(flipSpeed);
// Matching
if (first && second && first->IsFlipped() && second->IsFlipped())
{
if (first->GetColor().r == second->GetColor().r &&
first->GetColor().g == second->GetColor().g &&
first->GetColor().b == second->GetColor().b)
{
first->SetMatched(true);
second->SetMatched(true);
}
else
{
first->FlipBackward();
second->FlipBackward();
}
first = nullptr;
second = nullptr;
}
if (!gameWon)
{
gameWon = std::all_of(cubes.begin(), cubes.end(),
[](const gamecube& c){ return c.IsMatched(); });
if (gameWon)
endTime = GetTime() - startTime;
}
break;
}
}
// ---------------- DRAW ----------------
BeginDrawing();
ClearBackground(RAYWHITE);
if (currentScreen == MENU)
{
DrawText("3D MEMORY SPIEL", 200, 80, 40, DARKGRAY);
DrawText("[3] = 3 Paare", 200, 200, 24, BLUE);
DrawText("[6] = 6 Paare", 200, 240, 24, BLUE);
}
else
{
BeginMode3D(camera);
for (auto& c : cubes) c.Draw();
EndMode3D();
if (gameWon)
{
char buf[64];
sprintf(buf, "Gewonnen in %.2f Sekunden", endTime);
DrawText(buf, 150, 260, 30, DARKGREEN);
}
else
{
char buf[64];
sprintf(buf, "Time: %.2f", GetTime() - startTime);
DrawText(buf, 10, 10, 20, DARKGRAY);
}
}
EndDrawing();
}
CloseWindow();
return 0;
}
+99
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@@ -0,0 +1,99 @@
#include <iostream>
#include <array>
#include <cmath>
#include "gamematrix.h"
using Matrix4 = std::array<std::array<double,4>,4>;
using Vec3 = std::array<double,3>;
bool eq(double a, double b) {
return std::fabs(a - b) < 0.0001;
}
Matrix4 identity() {
Matrix4 I{};
for (int i = 0; i < 4; i++) {
I[i][i] = 1.0;
}
return I;
}
Vec3 applyMatrix(const Matrix4& M, const Vec3& v) {
Vec3 r{0,0,0};
r[0] = M[0][0]*v[0] + M[0][1]*v[1] + M[0][2]*v[2] + M[0][3];
r[1] = M[1][0]*v[0] + M[1][1]*v[1] + M[1][2]*v[2] + M[1][3];
r[2] = M[2][0]*v[0] + M[2][1]*v[1] + M[2][2]*v[2] + M[2][3];
return r;
}
void testMatmulIdentity() {
Matrix4 A = identity();
Matrix4 B = identity();
Matrix4 C = Matrix3D::gameMatrix::matmul(A, B);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
double expected = (i == j ? 1.0 : 0.0);
if (!eq(C[i][j], expected)) {
std::cout << "[FAIL] matmul Identity\n";
return;
}
}
}
std::cout << "[OK] matmul Identity\n";
}
void testTranslate() {
Vec3 pos{1,2,3};
Matrix4 T = Matrix3D::gameMatrix::translate(pos);
if (eq(T[0][3], 1) && eq(T[1][3], 2) && eq(T[2][3], 3))
std::cout << "[OK] translate\n";
else
std::cout << "[FAIL] translate\n";
}
void testRotZ90() {
Vec3 v{1,0,0};
Matrix4 R = Matrix3D::gameMatrix::rot3D(90, 'z');
Vec3 r = applyMatrix(R, v);
if (eq(r[0], 0) && eq(r[1], 1) && eq(r[2], 0))
std::cout << "[OK] rotZ 90°\n";
else
std::cout << "[FAIL] rotZ 90°\n";
}
void testRotX180() {
Vec3 v{0,1,0};
Matrix4 R = Matrix3D::gameMatrix::rot3D(180, 'x');
Vec3 r = applyMatrix(R, v);
if (eq(r[0], 0) && eq(r[1], -1) && eq(r[2], 0))
std::cout << "[OK] rotX 180°\n";
else
std::cout << "[FAIL] rotX 180°\n";
}
void testRotY270() {
Vec3 v{1,0,0};
Matrix4 R = Matrix3D::gameMatrix::rot3D(270, 'y');
Vec3 r = applyMatrix(R, v);
if (eq(r[0], 0) && eq(r[1], 0) && eq(r[2], 1))
std::cout << "[OK] rotY 270°\n";
else
std::cout << "[FAIL] rotY 270°\n";
}
int main() {
testMatmulIdentity();
testTranslate();
testRotZ90();
testRotX180();
testRotY270();
return 0;
}
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============================================================
Projekt: gamematrix (C++ Library)
Rolle: Tester
Datei: tests.txt
============================================================
# 1. Testplan Übersicht
Ziel: Überprüfung der Funktionen matmul(), translate(), rot3D().
---------------------------------------------------------------------------------------------------------------
| Funktion | Testfall | Eingabe | Erwartetes Ergebnis | Bemerkung |
|---------|------------------------|----------------------------------------------|---------------------------|---------------------------------|
| matmul | Identity * Identity | 4x4 Identity Matrizen | Identity | Basisfall |
| translate | Verschiebung | Vec3(1,2,3) | Matrix mit Translation | Letzte Spalte prüfen |
| rot3D | Rotation Z 90° | angle=90, axis='z', v=(1,0,0) | (0,1,0) | Anwendung auf Vektor |
| rot3D | Rotation X 180° | angle=180, axis='x', v=(0,1,0) | (0,-1,0) | Anwendung auf Vektor |
| rot3D | Rotation Y 270° | angle=270, axis='y', v=(1,0,0) | (0,0,-1) | Anwendung auf Vektor |
---------------------------------------------------------------------------------------------------------------
# 2. Testdaten
- Matrizen für matmul: zwei Identity-Matrizen
- Vektoren für translate: Vec3(1,2,3)
- Vektoren für rot3D: (1,0,0), (0,1,0)
# 3. Abnahmekriterien
- Alle Testfälle laufen ohne Fehler durch.
- Ergebnisse stimmen mit erwarteten Ergebnissen überein.
- Keine unerwarteten Exceptions.
- Tester dokumentiert Erfolg oder Fehler im Terminal.
============================================================
Hinweis: Datei wird vom Tester gepflegt.
============================================================