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main
...
project_le
8
.idea/.gitignore
generated
vendored
8
.idea/.gitignore
generated
vendored
@ -1,8 +0,0 @@
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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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4
.idea/vcs.xml
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4
.idea/vcs.xml
generated
@ -1,4 +0,0 @@
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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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@ -8,56 +8,28 @@ set(CMAKE_CXX_STANDARD 20)
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# Set the default build type if not specified
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
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endif()
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set(SRC_FILES
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src/main.cpp
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src/gamecube.cpp
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src/gamematrix.cpp
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${CMAKE_CURRENT_LIST_DIR}/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
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)
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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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)
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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#target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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target_include_directories(Prog3B PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/includes
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${CMAKE_CURRENT_LIST_DIR}/raylib
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)
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target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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target_link_libraries(${EXECUTABLE_NAME} 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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m
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winmm
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${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
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)
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# Checks if OSX and links appropriate frameworks (Only required on MacOS)
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if (APPLE)
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target_link_libraries(Prog3B "-framework IOKit")
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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 IOKit")
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework OpenGL")
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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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@ -1 +0,0 @@
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Subproject commit 21700018752d7b19e3c2642707b1c1b06e2f3d84
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@ -39,11 +39,11 @@ void gamecube::Draw() const
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rlPushMatrix();
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// Matrizen für Rotation und Translation erzeugen
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auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
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auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_b = gameMatrix::rot3D(rotation, 'y');
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// Matrizen multiplizieren (Translation * Rotation)
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auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
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auto model = gameMatrix::matmul(matrix_a, matrix_b);
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// transform for raylib matrix
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float f[16];
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19
gamematrix.h
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19
gamematrix.h
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@ -0,0 +1,19 @@
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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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@ -1,23 +0,0 @@
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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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@ -1,97 +0,0 @@
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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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@ -1,99 +0,0 @@
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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 = Matrix3D::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 = 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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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 = Matrix3D::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 = Matrix3D::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 = Matrix3D::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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36
tests.txt
36
tests.txt
@ -1,36 +0,0 @@
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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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||||
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||||
- Alle Testfälle laufen ohne Fehler durch.
|
||||
- Ergebnisse stimmen mit erwarteten Ergebnissen überein.
|
||||
- Keine unerwarteten Exceptions.
|
||||
- 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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||||
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Reference in New Issue
Block a user