Compare commits
4
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
54a44f9e53 | ||
|
|
f72c06d87e | ||
|
|
1c2af4eff0 | ||
|
|
e4e3bcf558 |
+17
-8
@@ -12,19 +12,28 @@ if(NOT CMAKE_BUILD_TYPE)
|
||||
endif()
|
||||
|
||||
set(SRC_FILES
|
||||
${CMAKE_CURRENT_LIST_DIR}/main.cpp
|
||||
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
|
||||
src/main.cpp
|
||||
src/gamecube.cpp
|
||||
src/gamematrix.cpp
|
||||
)
|
||||
|
||||
set(INCLUDE_DIRS
|
||||
${CMAKE_CURRENT_LIST_DIR}/linux
|
||||
)
|
||||
#set(INCLUDE_DIRS
|
||||
# ${CMAKE_CURRENT_LIST_DIR}/linux
|
||||
#)
|
||||
|
||||
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
|
||||
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
|
||||
#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
|
||||
target_include_directories(Prog3B PRIVATE
|
||||
${CMAKE_CURRENT_LIST_DIR}/includes
|
||||
${CMAKE_CURRENT_LIST_DIR}/raylib
|
||||
)
|
||||
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
|
||||
${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
|
||||
${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
|
||||
#${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
|
||||
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
|
||||
opengl32
|
||||
gdi32
|
||||
m
|
||||
winmm
|
||||
)
|
||||
|
||||
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
|
||||
|
||||
-75
@@ -1,75 +0,0 @@
|
||||
|
||||
Eine Mücke
|
||||
|
||||
|
||||
========================================================
|
||||
Projekt: gamematrix (C++ Library)
|
||||
Rolle: Architekt
|
||||
Datei: design.txt
|
||||
Datum: 16.11.25
|
||||
Team:bhattial100541
|
||||
========================================================
|
||||
|
||||
# ----------------------------
|
||||
# 1. Projektstruktur / Namespace
|
||||
# ----------------------------
|
||||
Namespace: Matrix3D
|
||||
|
||||
Ziel: Saubere Trennung der Bibliothek, Vermeidung von Namenskonflikten.
|
||||
|
||||
Beispiel:
|
||||
namespace Matrix3D {
|
||||
// Funktionen, ggf Klasse(n)
|
||||
}
|
||||
|
||||
# ----------------------------
|
||||
# 2. Datenstrukturen / Klassen
|
||||
# ----------------------------
|
||||
Listen Sie die Klassen oder Structs auf, die verwendet werden:
|
||||
|
||||
Name Typ Beschreibung
|
||||
Vec3 struct Vec3 (z.B. std::array<double, 3>) 3D-Vektor (x, y, z)
|
||||
Mat4 std::array<std::array<double,4>,4> 4x4-Matrix (homogen)
|
||||
Vec4 struct Vec4 (z.B. std::array<double, 4>) 4D-Vektor (Homogene Koordinaten)
|
||||
gameMatrix class gameMatrix (Container für statische Methoden) Statische Klasse zur Erzeugung von Transformationsmatrizen
|
||||
# ----------------------------
|
||||
# 3. Operatoren / Templates
|
||||
# ----------------------------
|
||||
Welche Operatoren oder Templates sollen definiert werden?
|
||||
|
||||
- Templates für unterschiedliche Datentypen? ☐ Nein
|
||||
- Operatoren:
|
||||
- Mat4 * Mat4(Matrix-Matrix-Multiplikation)
|
||||
- Mat4 * Vec3(Matrix-Vektor-Multiplikation unter Nutzung homogener Koordinaten)
|
||||
|
||||
# ----------------------------
|
||||
# 4. Funktionen / Schnittstellen
|
||||
# ----------------------------
|
||||
Liste der Funktionen mit Eingabe/Ausgabe und kurzer Beschreibung:
|
||||
|
||||
Funktion Eingabe Ausgabe Kurzbeschreibung
|
||||
matmul const Mat4& A, const Mat4& B Mat4 Matrixmultiplikation 4x4
|
||||
translate const Vec3& pos Mat4 Erzeugt eine Verschiebungstransformationsmatrix
|
||||
rot3D double angle_deg, char axis ('x', 'y', 'z') Mat4 Erzeugt eine Rotationsmatrix um Achse x/y/z
|
||||
identity --- Mat4 Erzeugt die 4x4-Identitätsmatrix
|
||||
operator* const Mat4& m, const Vec3& v Vec3 Multipliziert Matrizen mit 3D-Vektoren (Homogen-Adapter)
|
||||
|
||||
# ----------------------------
|
||||
# 5. Designentscheidungen / Hinweise
|
||||
# ----------------------------
|
||||
- Rückgabe der Matrizen per Wert oder Referenz? Wert(Transformationsmatrizen, da diese neu erzeugt werden und Copy Elision durch moderne Compiler optimiert werden kann)
|
||||
- Verwendung von std::array oder std::vector? std::array(bessere Performance und speichereffizienter als std::vector)
|
||||
- Homogene Koordinaten für Translation / Rotation (4x4)? ☐ Ja
|
||||
- Weitere Designüberlegungen: Klasse gameMatrix dient als Utility Class, sollte keine eigene zustände besitzen, daher Funktionen sind static implementiert, folgt den OCP principle
|
||||
|
||||
# ----------------------------
|
||||
# 6. Deliverables / Milestones
|
||||
# ----------------------------
|
||||
- design.txt fertig und im Branch architect committed
|
||||
- Übergabe an Entwickler für Implementierung
|
||||
|
||||
========================================================
|
||||
Hinweis:
|
||||
- Dieses Dokument dient als Grundlage für die Implementierung.
|
||||
- Alle Designentscheidungen sollen klar nachvollziehbar sein.
|
||||
========================================================
|
||||
@@ -1,19 +0,0 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <array>
|
||||
#include <stdexcept>
|
||||
#include <cmath>
|
||||
|
||||
class gameMatrix
|
||||
{
|
||||
public:
|
||||
// Matrix Multiplikation
|
||||
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& A,
|
||||
const std::array<std::array<double,4>,4>& B);
|
||||
|
||||
// Rotationsmatrix um Achse x/y/z
|
||||
static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
|
||||
|
||||
// Verschiebung
|
||||
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
|
||||
};
|
||||
@@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <array>
|
||||
#include <stdexcept>
|
||||
#include <cmath>
|
||||
|
||||
namespace Matrix3D
|
||||
{
|
||||
using Vec3 = std::array<double, 3>;
|
||||
using Vec4 = std::array<double, 4>;
|
||||
using Mat4 = std::array<std::array<double, 4>, 4>;
|
||||
|
||||
class gameMatrix
|
||||
{
|
||||
public:
|
||||
static Mat4 identity();
|
||||
static Mat4 matmul(const Mat4& A, const Mat4& B);
|
||||
static Mat4 translate(const Vec3& pos);
|
||||
static Mat4 rot3D(double angle_deg, char axis);
|
||||
};
|
||||
Mat4 operator*(const Mat4& A, const Mat4& B);
|
||||
Vec3 operator*(const Mat4& m, const Vec3& v);
|
||||
}
|
||||
@@ -39,11 +39,11 @@ void gamecube::Draw() const
|
||||
rlPushMatrix();
|
||||
|
||||
// Matrizen für Rotation und Translation erzeugen
|
||||
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = gameMatrix::rot3D(rotation, 'y');
|
||||
auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
|
||||
|
||||
// Matrizen multiplizieren (Translation * Rotation)
|
||||
auto model = gameMatrix::matmul(matrix_a, matrix_b);
|
||||
auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
|
||||
|
||||
// transform for raylib matrix
|
||||
float f[16];
|
||||
@@ -0,0 +1,97 @@
|
||||
//
|
||||
// Created by bakee on 03.11.2025.
|
||||
//
|
||||
#include "gamematrix.h"
|
||||
#include <cmath>
|
||||
|
||||
namespace Matrix3D
|
||||
{
|
||||
Mat4 gameMatrix::identity()
|
||||
{
|
||||
return {{
|
||||
{1.0, 0.0, 0.0, 0.0},
|
||||
{0.0, 1.0, 0.0, 0.0},
|
||||
{0.0, 0.0, 1.0, 0.0},
|
||||
{0.0, 0.0, 0.0, 1.0}
|
||||
}};
|
||||
}
|
||||
|
||||
Mat4 gameMatrix::matmul(const Mat4& A, const Mat4& B)
|
||||
{
|
||||
const int N = 4;
|
||||
Mat4 result = {};
|
||||
for (int i = 0; i < N; ++i)
|
||||
{
|
||||
for (int j = 0; j < N; ++j)
|
||||
{
|
||||
for (int k = 0; k < N; ++k)
|
||||
{
|
||||
result[i][j] += A[i][k] * B[k][j];
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
Mat4 gameMatrix::translate(const Vec3& pos)
|
||||
{
|
||||
Mat4 result = identity();
|
||||
|
||||
result[0][3] = pos[0]; // x
|
||||
result[1][3] = pos[1]; // y
|
||||
result[2][3] = pos[2]; // z
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Mat4 gameMatrix::rot3D(double angle_deg, char axis)
|
||||
{
|
||||
const double angle_rad = angle_deg * M_PI / 180.0;
|
||||
|
||||
Mat4 result = identity();
|
||||
|
||||
const double c = std::cos(angle_rad);
|
||||
const double s = std::sin(angle_rad);
|
||||
|
||||
switch (axis)
|
||||
{
|
||||
case 'x':
|
||||
result[1][1] = c; result[1][2] = -s;
|
||||
result[2][1] = s; result[2][2] = c;
|
||||
break;
|
||||
case 'y':
|
||||
result[0][0] = c; result[0][2] = s;
|
||||
result[2][0] = -s; result[2][2] = c;
|
||||
break;
|
||||
case 'z':
|
||||
result[0][0] = c; result[0][1] = -s;
|
||||
result[1][0] = s; result[1][1] = c;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
Mat4 operator*(const Mat4& A, const Mat4& B)
|
||||
{
|
||||
return gameMatrix::matmul(A, B);
|
||||
}
|
||||
|
||||
Vec3 operator*(const Mat4& m, const Vec3& v)
|
||||
{
|
||||
Vec4 v_hom = {v[0], v[1], v[2], 1.0};
|
||||
Vec4 res_hom = {};
|
||||
|
||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
for (int j = 0; j < 4; ++j)
|
||||
{
|
||||
res_hom[i] += m[i][j] * v_hom[j];
|
||||
}
|
||||
}
|
||||
|
||||
return {res_hom[0], res_hom[1], res_hom[2]};
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user