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9
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1e1a9ab8d9 | ||
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54a44f9e53 | ||
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1c2af4eff0 | ||
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e4e3bcf558 | ||
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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
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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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+17
-8
@@ -12,19 +12,28 @@ 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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${CMAKE_CURRENT_LIST_DIR}/main.cpp
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src/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
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src/gamecube.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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# ${CMAKE_CURRENT_LIST_DIR}/linux
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)
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#)
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add_executable(${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 ${INCLUDE_DIRS})
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target_include_directories(Prog3B PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/includes
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${CMAKE_CURRENT_LIST_DIR}/raylib
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)
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target_link_libraries(${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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m
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winmm
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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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Submodule
+1
Submodule Prog3b_651 added at 2170001875
-75
@@ -1,75 +0,0 @@
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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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@@ -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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#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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#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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namespace Matrix3D
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{
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using Vec3 = std::array<double, 3>;
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using Vec4 = std::array<double, 4>;
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using Mat4 = std::array<std::array<double, 4>, 4>;
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class gameMatrix
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{
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public:
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static Mat4 identity();
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static Mat4 matmul(const Mat4& A, const Mat4& B);
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static Mat4 translate(const Vec3& pos);
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static Mat4 rot3D(double angle_deg, char axis);
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};
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Mat4 operator*(const Mat4& A, const Mat4& B);
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Vec3 operator*(const Mat4& m, const Vec3& v);
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}
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@@ -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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@@ -0,0 +1,97 @@
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//
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// Created by bakee on 03.11.2025.
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//
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#include "gamematrix.h"
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#include <cmath>
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namespace Matrix3D
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{
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Mat4 gameMatrix::identity()
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{
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return {{
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{1.0, 0.0, 0.0, 0.0},
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{0.0, 1.0, 0.0, 0.0},
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{0.0, 0.0, 1.0, 0.0},
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{0.0, 0.0, 0.0, 1.0}
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}};
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}
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Mat4 gameMatrix::matmul(const Mat4& A, const Mat4& B)
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{
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const int N = 4;
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Mat4 result = {};
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for (int i = 0; i < N; ++i)
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{
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for (int j = 0; j < N; ++j)
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{
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for (int k = 0; k < N; ++k)
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{
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result[i][j] += A[i][k] * B[k][j];
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}
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}
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}
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return result;
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}
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Mat4 gameMatrix::translate(const Vec3& pos)
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{
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Mat4 result = identity();
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result[0][3] = pos[0]; // x
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result[1][3] = pos[1]; // y
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result[2][3] = pos[2]; // z
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return result;
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}
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Mat4 gameMatrix::rot3D(double angle_deg, char axis)
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{
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const double angle_rad = angle_deg * M_PI / 180.0;
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Mat4 result = identity();
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const double c = std::cos(angle_rad);
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const double s = std::sin(angle_rad);
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switch (axis)
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{
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case 'x':
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result[1][1] = c; result[1][2] = -s;
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result[2][1] = s; result[2][2] = c;
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break;
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case 'y':
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result[0][0] = c; result[0][2] = s;
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result[2][0] = -s; result[2][2] = c;
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break;
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case 'z':
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result[0][0] = c; result[0][1] = -s;
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result[1][0] = s; result[1][1] = c;
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break;
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default:
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break;
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}
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return result;
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}
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Mat4 operator*(const Mat4& A, const Mat4& B)
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{
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return gameMatrix::matmul(A, B);
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}
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Vec3 operator*(const Mat4& m, const Vec3& v)
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{
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Vec4 v_hom = {v[0], v[1], v[2], 1.0};
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Vec4 res_hom = {};
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for (int i = 0; i < 4; ++i)
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{
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for (int j = 0; j < 4; ++j)
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{
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res_hom[i] += m[i][j] * v_hom[j];
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}
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}
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return {res_hom[0], res_hom[1], res_hom[2]};
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}
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}
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Reference in New Issue
Block a user