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2 Commits

Author SHA1 Message Date
aksaiyan18-design
ece490a1b5 Gamematrix.cpp 2025-11-10 16:52:39 +01:00
aksaiyan18-design
9e9bb92034 gamematrix hinzufügen 2025-11-10 16:48:33 +01:00
5 changed files with 93 additions and 7 deletions

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@ -1,16 +1,27 @@
#include "gamecube.h"
// Konstanten für Rotation und Matrixgröße
constexpr float ROTATION_HALF = 90.0f;
constexpr float ROTATION_FULL = 180.0f;
// Standardfarben
const Color DEFAULT_COLOR = GRAY;
const Color WIRES_COLOR = BLACK;
gamecube::gamecube(const Vec3 &pos, Color col)
: position(pos), color(col) {}
// ✅ Klar strukturierte Funktion
void gamecube::Update(float flipSpeed)
{
if (flippingForward)
{
rotation += flipSpeed;
if (rotation >= 180.0f)
if (rotation >= ROTATION_FULL) // ⚠️ Magic Number
{
rotation = 180.0f;
rotation = ROTATION_FULL; // ⚠️ Magic Number
flippingForward = false;
flipped = true;
}
@ -30,7 +41,7 @@ void gamecube::Update(float flipSpeed)
void gamecube::FlipForward() { flippingForward = true; }
void gamecube::FlipBackward() { flippingBackward = true; }
bool gamecube::IsFlipped() const { return flipped; }
bool gamecube::IsFlipped() const { return flipped; } // ✅ Getter sauber, const korrekt
bool gamecube::IsMatched() const { return matched; }
void gamecube::SetMatched(bool m) { matched = m; }
@ -52,12 +63,12 @@ void gamecube::Draw() const
f[j * 4 + i] = model[i][j];
rlMultMatrixf(f);
if (rotation < 90.0f)
DrawCube({0,0,0}, 1,1,1, GRAY);
if (rotation < ROTATION_HALF) // ⚠️ Magic Number
DrawCube({0,0,0}, 1,1,1, DEFAULT_COLOR);
else
DrawCube({0,0,0}, 1,1,1, color);
DrawCubeWires({0,0,0}, 1,1,1, BLACK);
DrawCubeWires({0,0,0}, 1,1,1,WIRES_COLOR);
rlPopMatrix();
}

75
src/gamematrix.cpp Normal file
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@ -0,0 +1,75 @@
#include "gamematrix.h"
#include <cmath>
#include <stdexcept>
// Matrix Multiplikation
std::array<std::array<double,4>,4> gameMatrix::matmul(
const std::array<std::array<double,4>,4>& A,
const std::array<std::array<double,4>,4>& B)
{
std::array<std::array<double,4>,4> result = {0};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
{
result[i][j] = 0.0;
for (int k = 0; k < 4; ++k)
result[i][j] += A[i][k] * B[k][j];
}
return result;
}
// Rotationsmatrix
std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis)
{
double angle_rad = angle_deg * M_PI / 180.0;
double c = std::cos(angle_rad);
double s = std::sin(angle_rad);
std::array<std::array<double,4>,4> R = identity();
switch (axis)
{
case 'x': case 'X':
R[1][1] = c; R[1][2] = -s;
R[2][1] = s; R[2][2] = c;
break;
case 'y': case 'Y':
R[0][0] = c; R[0][2] = s;
R[2][0] = -s; R[2][2] = c;
break;
case 'z': case 'Z':
R[0][0] = c; R[0][1] = -s;
R[1][0] = s; R[1][1] = c;
break;
default:
throw std::invalid_argument("Invalid axis for rotation (use x, y, or z)");
}
return R;
}
// Translation
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& pos)
{
std::array<std::array<double,4>,4> T = identity();
T[0][3] = pos[0];
T[1][3] = pos[1];
T[2][3] = pos[2];
return T;
}
// Einheitsmatrix-Matrix
std::array<std::array<double,4>,4> gameMatrix::identity()
{
std::array<std::array<double,4>,4> I = {0};
for (int i = 0; i < 4; ++i)
I[i][i] = 1.0;
return I;
}

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@ -1,4 +1,4 @@
#include "gamecube.h"
#include "../includes/gamecube.h"
#include <algorithm>
#include <ctime>