Compare commits
8
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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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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+22
-3
@@ -17,9 +17,9 @@ set(SRC_FILES
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src/gamematrix.cpp
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src/gamematrix.cpp
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)
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)
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#set(INCLUDE_DIRS
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set(INCLUDE_DIRS
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# ${CMAKE_CURRENT_LIST_DIR}/linux
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${CMAKE_CURRENT_LIST_DIR}/includes
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#)
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)
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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@@ -42,3 +42,22 @@ if (APPLE)
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework OpenGL")
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target_link_libraries(Prog3B "-framework OpenGL")
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endif()
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endif()
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add_executable(tests
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${CMAKE_CURRENT_LIST_DIR}/src/tests.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
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)
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target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
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target_link_libraries(tests PRIVATE
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opengl32
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gdi32
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winmm
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)
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if (APPLE)
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target_link_libraries(Prog3B PRIVATE "-framework IOKit")
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target_link_libraries(Prog3B PRIVATE "-framework Cocoa")
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target_link_libraries(Prog3B PRIVATE "-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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rlPushMatrix();
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// Matrizen für Rotation und Translation erzeugen
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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_a = Matrix3D::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_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
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// Matrizen multiplizieren (Translation * Rotation)
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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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// transform for raylib matrix
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float f[16];
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float f[16];
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+6
-6
@@ -31,7 +31,7 @@ Vec3 applyMatrix(const Matrix4& M, const Vec3& v) {
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void testMatmulIdentity() {
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void testMatmulIdentity() {
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Matrix4 A = identity();
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Matrix4 A = identity();
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Matrix4 B = identity();
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Matrix4 B = identity();
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Matrix4 C = gameMatrix::matmul(A, B);
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Matrix4 C = Matrix3D::gameMatrix::matmul(A, B);
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for (int i = 0; i < 4; i++) {
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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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for (int j = 0; j < 4; j++) {
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@@ -48,7 +48,7 @@ void testMatmulIdentity() {
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void testTranslate() {
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void testTranslate() {
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Vec3 pos{1,2,3};
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Vec3 pos{1,2,3};
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Matrix4 T = gameMatrix::translate(pos);
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Matrix4 T = Matrix3D::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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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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std::cout << "[OK] translate\n";
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@@ -58,7 +58,7 @@ void testTranslate() {
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void testRotZ90() {
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void testRotZ90() {
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Vec3 v{1,0,0};
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Vec3 v{1,0,0};
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Matrix4 R = gameMatrix::rot3D(90, 'z');
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Matrix4 R = Matrix3D::gameMatrix::rot3D(90, 'z');
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Vec3 r = applyMatrix(R, v);
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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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if (eq(r[0], 0) && eq(r[1], 1) && eq(r[2], 0))
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@@ -69,7 +69,7 @@ void testRotZ90() {
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void testRotX180() {
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void testRotX180() {
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Vec3 v{0,1,0};
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Vec3 v{0,1,0};
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Matrix4 R = gameMatrix::rot3D(180, 'x');
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Matrix4 R = Matrix3D::gameMatrix::rot3D(180, 'x');
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Vec3 r = applyMatrix(R, v);
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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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if (eq(r[0], 0) && eq(r[1], -1) && eq(r[2], 0))
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@@ -80,10 +80,10 @@ void testRotX180() {
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void testRotY270() {
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void testRotY270() {
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Vec3 v{1,0,0};
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Vec3 v{1,0,0};
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Matrix4 R = gameMatrix::rot3D(270, 'y');
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Matrix4 R = Matrix3D::gameMatrix::rot3D(270, 'y');
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Vec3 r = applyMatrix(R, v);
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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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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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std::cout << "[OK] rotY 270°\n";
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else
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else
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std::cout << "[FAIL] rotY 270°\n";
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std::cout << "[FAIL] rotY 270°\n";
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Reference in New Issue
Block a user