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7 changed files with 140 additions and 30 deletions

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@ -12,19 +12,28 @@ if(NOT CMAKE_BUILD_TYPE)
endif() endif()
set(SRC_FILES set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/main.cpp src/main.cpp
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp src/gamecube.cpp
src/gamematrix.cpp
) )
set(INCLUDE_DIRS #set(INCLUDE_DIRS
${CMAKE_CURRENT_LIST_DIR}/linux # ${CMAKE_CURRENT_LIST_DIR}/linux
) #)
add_executable(${EXECUTABLE_NAME} ${SRC_FILES}) add_executable(${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 target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a #${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a ${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
opengl32
gdi32
m
winmm
) )
# Checks if OSX and links appropriate frameworks (Only required on MacOS) # Checks if OSX and links appropriate frameworks (Only required on MacOS)

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@ -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);
};

23
includes/gamematrix.h Normal file
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@ -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);
}

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@ -39,11 +39,11 @@ void gamecube::Draw() const
rlPushMatrix(); rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen // Matrizen für Rotation und Translation erzeugen
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z}); auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
auto matrix_b = gameMatrix::rot3D(rotation, 'y'); auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
// Matrizen multiplizieren (Translation * Rotation) // 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 // transform for raylib matrix
float f[16]; float f[16];

97
src/gamematrix.cpp Normal file
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@ -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]};
}
}