generated from freudenreichan/Programmieren_3b
Gamematrix.cpp
This commit is contained in:
parent
9e9bb92034
commit
ece490a1b5
@ -1,16 +1,27 @@
|
|||||||
#include "../includes/gamecube.h"
|
#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)
|
gamecube::gamecube(const Vec3 &pos, Color col)
|
||||||
: position(pos), color(col) {}
|
: position(pos), color(col) {}
|
||||||
|
|
||||||
|
// ✅ Klar strukturierte Funktion
|
||||||
void gamecube::Update(float flipSpeed)
|
void gamecube::Update(float flipSpeed)
|
||||||
{
|
{
|
||||||
if (flippingForward)
|
if (flippingForward)
|
||||||
{
|
{
|
||||||
rotation += flipSpeed;
|
rotation += flipSpeed;
|
||||||
if (rotation >= 180.0f)
|
if (rotation >= ROTATION_FULL) // ⚠️ Magic Number
|
||||||
{
|
{
|
||||||
rotation = 180.0f;
|
rotation = ROTATION_FULL; // ⚠️ Magic Number
|
||||||
flippingForward = false;
|
flippingForward = false;
|
||||||
flipped = true;
|
flipped = true;
|
||||||
}
|
}
|
||||||
@ -30,7 +41,7 @@ void gamecube::Update(float flipSpeed)
|
|||||||
void gamecube::FlipForward() { flippingForward = true; }
|
void gamecube::FlipForward() { flippingForward = true; }
|
||||||
void gamecube::FlipBackward() { flippingBackward = 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; }
|
bool gamecube::IsMatched() const { return matched; }
|
||||||
void gamecube::SetMatched(bool m) { matched = m; }
|
void gamecube::SetMatched(bool m) { matched = m; }
|
||||||
|
|
||||||
@ -52,12 +63,12 @@ void gamecube::Draw() const
|
|||||||
f[j * 4 + i] = model[i][j];
|
f[j * 4 + i] = model[i][j];
|
||||||
rlMultMatrixf(f);
|
rlMultMatrixf(f);
|
||||||
|
|
||||||
if (rotation < 90.0f)
|
if (rotation < ROTATION_HALF) // ⚠️ Magic Number
|
||||||
DrawCube({0,0,0}, 1,1,1, GRAY);
|
DrawCube({0,0,0}, 1,1,1, DEFAULT_COLOR);
|
||||||
else
|
else
|
||||||
DrawCube({0,0,0}, 1,1,1, color);
|
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();
|
rlPopMatrix();
|
||||||
}
|
}
|
||||||
|
|||||||
75
src/gamematrix.cpp
Normal file
75
src/gamematrix.cpp
Normal file
@ -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;
|
||||||
|
}
|
||||||
Loading…
x
Reference in New Issue
Block a user