generated from freudenreichan/Programmieren_3b
Gamematrix.cpp
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@ -1,16 +1,27 @@
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#include "../includes/gamecube.h"
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#include "gamecube.h"
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// Konstanten für Rotation und Matrixgröße
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constexpr float ROTATION_HALF = 90.0f;
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constexpr float ROTATION_FULL = 180.0f;
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// Standardfarben
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const Color DEFAULT_COLOR = GRAY;
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const Color WIRES_COLOR = BLACK;
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gamecube::gamecube(const Vec3 &pos, Color col)
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: position(pos), color(col) {}
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// ✅ Klar strukturierte Funktion
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void gamecube::Update(float flipSpeed)
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{
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if (flippingForward)
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{
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rotation += flipSpeed;
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if (rotation >= 180.0f)
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if (rotation >= ROTATION_FULL) // ⚠️ Magic Number
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{
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rotation = 180.0f;
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rotation = ROTATION_FULL; // ⚠️ Magic Number
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flippingForward = false;
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flipped = true;
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}
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@ -30,7 +41,7 @@ void gamecube::Update(float flipSpeed)
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void gamecube::FlipForward() { flippingForward = true; }
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void gamecube::FlipBackward() { flippingBackward = true; }
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bool gamecube::IsFlipped() const { return flipped; }
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bool gamecube::IsFlipped() const { return flipped; } // ✅ Getter sauber, const korrekt
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bool gamecube::IsMatched() const { return matched; }
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void gamecube::SetMatched(bool m) { matched = m; }
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@ -52,12 +63,12 @@ void gamecube::Draw() const
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f[j * 4 + i] = model[i][j];
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rlMultMatrixf(f);
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if (rotation < 90.0f)
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DrawCube({0,0,0}, 1,1,1, GRAY);
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if (rotation < ROTATION_HALF) // ⚠️ Magic Number
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DrawCube({0,0,0}, 1,1,1, DEFAULT_COLOR);
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else
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DrawCube({0,0,0}, 1,1,1, color);
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DrawCubeWires({0,0,0}, 1,1,1, BLACK);
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DrawCubeWires({0,0,0}, 1,1,1,WIRES_COLOR);
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rlPopMatrix();
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}
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75
src/gamematrix.cpp
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75
src/gamematrix.cpp
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@ -0,0 +1,75 @@
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#include "gamematrix.h"
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#include <cmath>
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#include <stdexcept>
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// Matrix Multiplikation
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std::array<std::array<double,4>,4> gameMatrix::matmul(
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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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{
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std::array<std::array<double,4>,4> result = {0};
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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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{
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result[i][j] = 0.0;
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for (int k = 0; k < 4; ++k)
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result[i][j] += A[i][k] * B[k][j];
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}
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return result;
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}
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// Rotationsmatrix
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std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis)
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{
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double angle_rad = angle_deg * M_PI / 180.0;
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double c = std::cos(angle_rad);
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double s = std::sin(angle_rad);
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std::array<std::array<double,4>,4> R = identity();
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switch (axis)
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{
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case 'x': case 'X':
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R[1][1] = c; R[1][2] = -s;
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R[2][1] = s; R[2][2] = c;
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break;
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case 'y': case 'Y':
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R[0][0] = c; R[0][2] = s;
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R[2][0] = -s; R[2][2] = c;
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break;
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case 'z': case 'Z':
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R[0][0] = c; R[0][1] = -s;
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R[1][0] = s; R[1][1] = c;
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break;
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default:
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throw std::invalid_argument("Invalid axis for rotation (use x, y, or z)");
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}
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return R;
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}
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// Translation
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std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& pos)
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{
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std::array<std::array<double,4>,4> T = identity();
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T[0][3] = pos[0];
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T[1][3] = pos[1];
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T[2][3] = pos[2];
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return T;
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}
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// Einheitsmatrix-Matrix
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std::array<std::array<double,4>,4> gameMatrix::identity()
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{
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std::array<std::array<double,4>,4> I = {0};
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for (int i = 0; i < 4; ++i)
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I[i][i] = 1.0;
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return I;
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}
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