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0f1d80fa82 |
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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+48
-5
@@ -12,19 +12,32 @@ if(NOT CMAKE_BUILD_TYPE)
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endif()
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endif()
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set(SRC_FILES
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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}/src/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamecube.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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${CMAKE_CURRENT_LIST_DIR}/includes
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${CMAKE_CURRENT_LIST_DIR}/linux
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${CMAKE_CURRENT_LIST_DIR}/linux
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${CMAKE_CURRENT_LIST_DIR}/raylib
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)
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)
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include_directories(${CMAKE_CURRENT_LIST_DIR}/raylib)
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add_executable(${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 ${INCLUDE_DIRS})
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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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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${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
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${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
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opengl32
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gdi32
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winmm
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)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/mac_x86/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/mac_x86/libraylib.a
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)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/mac_arm/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/mac_arm/libraylib.a
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)
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)
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# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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@@ -33,3 +46,33 @@ if (APPLE)
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework OpenGL")
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target_link_libraries(Prog3B "-framework OpenGL")
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endif()
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endif()
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add_executable(tests
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src/tests.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
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)
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target_include_directories(tests PRIVATE ${INCLUDE_DIRS})
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target_link_libraries(tests PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
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opengl32
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gdi32
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winmm
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)
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target_link_libraries(tests PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/mac_x86/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/mac_x86/libraylib.a
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)
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target_link_libraries(tests PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/mac_arm/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/mac_arm/libraylib.a
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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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-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 <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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============================================================
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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