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6
Commits
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1e1a9ab8d9 | ||
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54a44f9e53 | ||
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e72d51f3b2 | ||
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2170001875 | ||
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a2d77869a1 | ||
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93ea5ae8d1 |
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
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings" defaultProject="true" />
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</project>
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+4
-4
@@ -8,7 +8,7 @@ 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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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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@@ -38,7 +38,7 @@ target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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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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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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Submodule
+1
Submodule Prog3b_651 added at 2170001875
@@ -0,0 +1,20 @@
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Projekt: .wuerfelmemory
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Datum: 03.11.2025
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Team(Rollen):Projektleiter: Alina.B
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Architekt: Alex.S
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Entwickler: Tomila.B
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Tester: Elisa.S
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1.Projektziel:
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| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
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|---------------|------------------------------------|-----------------------|----------------------------------------|
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| matmul | 4x4 Matrix A, 4x4 Matrix B | 4x4 Matrix | |
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| translate | 3D Vektor | 4x4 Matrix | |
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| rot3D | Winkel in °, Rotationsachse (x/y/z)| 4x4 Matrix | |
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Dokumentation:
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+3
-3
@@ -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 = gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_b = gameMatrix::rot3D(rotation, 'y');
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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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// Matrizen multiplizieren (Translation * Rotation)
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auto model = gameMatrix::matmul(matrix_a, matrix_b);
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auto model = Matrix3D::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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@@ -1,99 +0,0 @@
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#include <iostream>
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#include <array>
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#include <cmath>
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#include "gamematrix.h"
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using Matrix4 = std::array<std::array<double,4>,4>;
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using Vec3 = std::array<double,3>;
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bool eq(double a, double b) {
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return std::fabs(a - b) < 0.0001;
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}
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Matrix4 identity() {
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Matrix4 I{};
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for (int i = 0; i < 4; i++) {
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I[i][i] = 1.0;
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}
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return I;
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}
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Vec3 applyMatrix(const Matrix4& M, const Vec3& v) {
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Vec3 r{0,0,0};
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r[0] = M[0][0]*v[0] + M[0][1]*v[1] + M[0][2]*v[2] + M[0][3];
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r[1] = M[1][0]*v[0] + M[1][1]*v[1] + M[1][2]*v[2] + M[1][3];
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r[2] = M[2][0]*v[0] + M[2][1]*v[1] + M[2][2]*v[2] + M[2][3];
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return r;
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}
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void testMatmulIdentity() {
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Matrix4 A = identity();
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Matrix4 B = identity();
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Matrix4 C = gameMatrix::matmul(A, B);
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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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double expected = (i == j ? 1.0 : 0.0);
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if (!eq(C[i][j], expected)) {
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std::cout << "[FAIL] matmul Identity\n";
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return;
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}
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}
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}
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std::cout << "[OK] matmul Identity\n";
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}
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void testTranslate() {
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Vec3 pos{1,2,3};
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Matrix4 T = gameMatrix::translate(pos);
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if (eq(T[0][3], 1) && eq(T[1][3], 2) && eq(T[2][3], 3))
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std::cout << "[OK] translate\n";
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else
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std::cout << "[FAIL] translate\n";
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}
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void testRotZ90() {
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Vec3 v{1,0,0};
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Matrix4 R = gameMatrix::rot3D(90, 'z');
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Vec3 r = applyMatrix(R, v);
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if (eq(r[0], 0) && eq(r[1], 1) && eq(r[2], 0))
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std::cout << "[OK] rotZ 90°\n";
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else
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std::cout << "[FAIL] rotZ 90°\n";
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}
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void testRotX180() {
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Vec3 v{0,1,0};
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Matrix4 R = gameMatrix::rot3D(180, 'x');
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Vec3 r = applyMatrix(R, v);
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if (eq(r[0], 0) && eq(r[1], -1) && eq(r[2], 0))
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std::cout << "[OK] rotX 180°\n";
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else
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std::cout << "[FAIL] rotX 180°\n";
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}
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void testRotY270() {
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Vec3 v{1,0,0};
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Matrix4 R = gameMatrix::rot3D(270, 'y');
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Vec3 r = applyMatrix(R, v);
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if (eq(r[0], 0) && eq(r[1], 0) && eq(r[2], -1))
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std::cout << "[OK] rotY 270°\n";
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else
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std::cout << "[FAIL] rotY 270°\n";
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}
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int main() {
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testMatmulIdentity();
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testTranslate();
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testRotZ90();
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testRotX180();
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testRotY270();
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return 0;
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}
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@@ -1,36 +0,0 @@
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============================================================
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Projekt: gamematrix (C++ Library)
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Rolle: Tester
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Datei: tests.txt
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============================================================
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# 1. Testplan Übersicht
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Ziel: Überprüfung der Funktionen matmul(), translate(), rot3D().
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---------------------------------------------------------------------------------------------------------------
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| Funktion | Testfall | Eingabe | Erwartetes Ergebnis | Bemerkung |
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|---------|------------------------|----------------------------------------------|---------------------------|---------------------------------|
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| matmul | Identity * Identity | 4x4 Identity Matrizen | Identity | Basisfall |
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| translate | Verschiebung | Vec3(1,2,3) | Matrix mit Translation | Letzte Spalte prüfen |
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| rot3D | Rotation Z 90° | angle=90, axis='z', v=(1,0,0) | (0,1,0) | Anwendung auf Vektor |
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| rot3D | Rotation X 180° | angle=180, axis='x', v=(0,1,0) | (0,-1,0) | Anwendung auf Vektor |
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| rot3D | Rotation Y 270° | angle=270, axis='y', v=(1,0,0) | (0,0,-1) | Anwendung auf Vektor |
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---------------------------------------------------------------------------------------------------------------
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# 2. Testdaten
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- Matrizen für matmul: zwei Identity-Matrizen
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- Vektoren für translate: Vec3(1,2,3)
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- Vektoren für rot3D: (1,0,0), (0,1,0)
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# 3. Abnahmekriterien
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- Alle Testfälle laufen ohne Fehler durch.
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- Ergebnisse stimmen mit erwarteten Ergebnissen überein.
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- Keine unerwarteten Exceptions.
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- Tester dokumentiert Erfolg oder Fehler im Terminal.
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============================================================
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Hinweis: Datei wird vom Tester gepflegt.
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============================================================
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Reference in New Issue
Block a user