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99134e5338
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architect
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9dd561aece | ||
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861bd8e8a3 | ||
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298f046dde | ||
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96fdd10053 | ||
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20edf2ad18 | ||
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d842dfb1f1 |
Vendored
+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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"configurations": [
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]
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}
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cmake_minimum_required(VERSION 3.28)
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project(Prog3B)
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set(EXECUTABLE_NAME Prog3B)
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# Generate compile_commands.json
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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set(CMAKE_CXX_STANDARD 20)
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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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set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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endif()
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set(SRC_FILES
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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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${CMAKE_CURRENT_LIST_DIR}/linux
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)
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add_executable(${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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${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
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${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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if (APPLE)
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target_link_libraries(Prog3B "-framework IOKit")
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework OpenGL")
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endif()
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+75
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Eine Mücke
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========================================================
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Projekt: gamematrix (C++ Library)
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Rolle: Architekt
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Datei: design.txt
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Datum: 16.11.25
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Team:bhattial100541
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========================================================
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# ----------------------------
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# 1. Projektstruktur / Namespace
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# ----------------------------
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Namespace: Matrix3D
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Ziel: Saubere Trennung der Bibliothek, Vermeidung von Namenskonflikten.
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Beispiel:
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namespace Matrix3D {
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// Funktionen, ggf Klasse(n)
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}
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# ----------------------------
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# 2. Datenstrukturen / Klassen
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# ----------------------------
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Listen Sie die Klassen oder Structs auf, die verwendet werden:
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Name Typ Beschreibung
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Vec3 struct Vec3 (z.B. std::array<double, 3>) 3D-Vektor (x, y, z)
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Mat4 std::array<std::array<double,4>,4> 4x4-Matrix (homogen)
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Vec4 struct Vec4 (z.B. std::array<double, 4>) 4D-Vektor (Homogene Koordinaten)
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gameMatrix class gameMatrix (Container für statische Methoden) Statische Klasse zur Erzeugung von Transformationsmatrizen
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# ----------------------------
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# 3. Operatoren / Templates
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# ----------------------------
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Welche Operatoren oder Templates sollen definiert werden?
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- Templates für unterschiedliche Datentypen? ☐ Nein
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- Operatoren:
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- Mat4 * Mat4(Matrix-Matrix-Multiplikation)
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- Mat4 * Vec3(Matrix-Vektor-Multiplikation unter Nutzung homogener Koordinaten)
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# ----------------------------
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# 4. Funktionen / Schnittstellen
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# ----------------------------
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Liste der Funktionen mit Eingabe/Ausgabe und kurzer Beschreibung:
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Funktion Eingabe Ausgabe Kurzbeschreibung
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matmul const Mat4& A, const Mat4& B Mat4 Matrixmultiplikation 4x4
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translate const Vec3& pos Mat4 Erzeugt eine Verschiebungstransformationsmatrix
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rot3D double angle_deg, char axis ('x', 'y', 'z') Mat4 Erzeugt eine Rotationsmatrix um Achse x/y/z
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identity --- Mat4 Erzeugt die 4x4-Identitätsmatrix
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operator* const Mat4& m, const Vec3& v Vec3 Multipliziert Matrizen mit 3D-Vektoren (Homogen-Adapter)
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# ----------------------------
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# 5. Designentscheidungen / Hinweise
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# ----------------------------
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- Rückgabe der Matrizen per Wert oder Referenz? Wert(Transformationsmatrizen, da diese neu erzeugt werden und Copy Elision durch moderne Compiler optimiert werden kann)
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- Verwendung von std::array oder std::vector? std::array(bessere Performance und speichereffizienter als std::vector)
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- Homogene Koordinaten für Translation / Rotation (4x4)? ☐ Ja
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- Weitere Designüberlegungen: Klasse gameMatrix dient als Utility Class, sollte keine eigene zustände besitzen, daher Funktionen sind static implementiert, folgt den OCP principle
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# ----------------------------
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# 6. Deliverables / Milestones
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# ----------------------------
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- design.txt fertig und im Branch architect committed
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- Übergabe an Entwickler für Implementierung
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========================================================
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Hinweis:
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- Dieses Dokument dient als Grundlage für die Implementierung.
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- Alle Designentscheidungen sollen klar nachvollziehbar sein.
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========================================================
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#include "gamecube.h"
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gamecube::gamecube(const Vec3 &pos, Color col)
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: position(pos), color(col) {}
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void gamecube::Update(float flipSpeed)
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{
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if (flippingForward)
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{
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rotation += flipSpeed;
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if (rotation >= 180.0f)
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{
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rotation = 180.0f;
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flippingForward = false;
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flipped = true;
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}
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}
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else if (flippingBackward)
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{
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rotation -= flipSpeed;
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if (rotation <= 0.0f)
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{
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rotation = 0.0f;
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flippingBackward = false;
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flipped = false;
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}
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}
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}
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void gamecube::FlipForward() { flippingForward = true; }
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void gamecube::FlipBackward() { flippingBackward = true; }
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bool gamecube::IsFlipped() const { return flipped; }
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bool gamecube::IsMatched() const { return matched; }
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void gamecube::SetMatched(bool m) { matched = m; }
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void gamecube::Draw() const
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{
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rlPushMatrix();
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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_b = gameMatrix::rot3D(rotation, 'y');
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// Matrizen multiplizieren (Translation * Rotation)
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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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for (int i = 0; i < 4; i++)
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for (int j = 0; j < 4; j++)
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f[j * 4 + i] = model[i][j];
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rlMultMatrixf(f);
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if (rotation < 90.0f)
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DrawCube({0,0,0}, 1,1,1, GRAY);
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else
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DrawCube({0,0,0}, 1,1,1, color);
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DrawCubeWires({0,0,0}, 1,1,1, BLACK);
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rlPopMatrix();
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}
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Vec3 gamecube::GetPosition() const { return position; }
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float gamecube::GetRotationY() const { return rotation; }
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+34
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#pragma once
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#include "gamematrix.h"
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#include "raylib.h"
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#include <rlgl.h>
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struct Vec3
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{
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float x, y, z;
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};
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class gamecube
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{
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public:
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gamecube(const Vec3 &pos, Color col);
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void Update(float flipSpeed);
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void FlipForward();
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void FlipBackward();
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bool IsFlipped() const;
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bool IsMatched() const;
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void SetMatched(bool m);
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void Draw() const;
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Vec3 GetPosition() const;
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float GetRotationY() const;
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Color GetColor() const { return color; }
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private:
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Vec3 position;
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Color color;
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bool flipped = false;
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bool matched = false;
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bool flippingForward = false;
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bool flippingBackward = false;
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float rotation = 0.0f;
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};
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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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#include "gamecube.h"
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#include <algorithm>
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#include <ctime>
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// -----------------------------------------------------------
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// 3D Memory Game – Hauptprogramm
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// -----------------------------------------------------------
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int main()
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{
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// Zufall initialisieren
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srand(time(NULL));
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// Fenster und Kamera
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InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
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SetTargetFPS(60);
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Camera3D camera{};
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camera.position = {6.0f, 6.0f, 6.0f};
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camera.target = {0.0f, 0.0f, 0.0f};
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camera.up = {0.0f, 1.0f, 0.0f};
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Nur 3 Farben für 3 Paare
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Color colors[] = { RED, GREEN, BLUE };
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// 6 Karten-Positionen im 3x2 Raster
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std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
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// Farben doppelt in einen Pool legen und mischen
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std::vector<Color> colorPool;
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for (int i = 0; i < 3; i++)
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{
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colorPool.push_back(colors[i]);
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colorPool.push_back(colors[i]);
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}
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// Fisher-Yates Shuffle mit rand()
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for (int i = colorPool.size() - 1; i > 0; --i)
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{
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int j = rand() % (i + 1); // Zufallsindex von 0 bis i
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std::swap(colorPool[i], colorPool[j]);
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}
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// Karten/Würfel erstellen
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std::vector<gamecube> cubes;
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for (int i = 0; i < 6; i++)
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cubes.emplace_back(positions[i], colorPool[i]);
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gamecube* first = nullptr;
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gamecube* second = nullptr;
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float flipSpeed = 5.0f; // Drehgeschwindigkeit
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bool gameWon = false;
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// -----------------------------------------------------------
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// Hauptspielschleife
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// -----------------------------------------------------------
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while (!WindowShouldClose())
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{
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// Klick-Erkennung
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if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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Vector2 mouse = GetMousePosition();
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for (auto &c : cubes)
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{
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if (!c.IsFlipped() && !c.IsMatched())
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{
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Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
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if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
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c.FlipForward();
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}
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}
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}
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// Animation aller Würfel
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for (auto &c : cubes)
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{
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c.Update(flipSpeed);
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// Sobald ein Würfel vollständig umgedreht ist → merken
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if (c.IsFlipped() && !c.IsMatched())
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{
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if (!first) first = &c;
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else if (!second && &c != first) second = &c;
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}
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}
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// Matching-Logik
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if (first && second)
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{
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Color col1 = first->GetColor();
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Color col2 = second->GetColor();
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if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
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{
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first->SetMatched(true);
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second->SetMatched(true);
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}
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else
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{
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first->FlipBackward();
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second->FlipBackward();
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}
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first = second = nullptr;
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}
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// Gewinnprüfung
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if (!gameWon)
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gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
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// -----------------------------------------------------------
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// Zeichnen
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// -----------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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for (auto &c : cubes)
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c.Draw();
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EndMode3D();
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if (gameWon)
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DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
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else
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DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
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EndDrawing();
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}
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CloseWindow();
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return 0;
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}
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+2941
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+5262
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