Alles gerettet

This commit is contained in:
aksaiyan18-design 2025-11-24 18:20:35 +01:00
parent 5e544891b4
commit fb5673287a
6 changed files with 126 additions and 24 deletions

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@ -1,35 +1,44 @@
cmake_minimum_required(VERSION 3.28) cmake_minimum_required(VERSION 3.28)
project(Prog3B) project(Prog3B)
set(EXECUTABLE_NAME Prog3B) set(EXECUTABLE_NAME Prog3B)
# Generate compile_commands.json
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD 20)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
# Set the default build type if not specified # Default build type
if(NOT CMAKE_BUILD_TYPE) if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE) set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif() endif()
# Quell- und Header-Dateien
set(SRC_FILES set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/main.cpp ${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp ${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
) )
#automatisch hinzufügen
file(GLOB SRC_FILES "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp")
set(INCLUDE_DIRS set(INCLUDE_DIRS
${CMAKE_CURRENT_LIST_DIR}/linux ${CMAKE_CURRENT_LIST_DIR}/includes
${CMAKE_CURRENT_LIST_DIR}/raylib
) )
# Executable erstellen
add_executable(${EXECUTABLE_NAME} ${SRC_FILES}) add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
)
# Checks if OSX and links appropriate frameworks (Only required on MacOS) # Include-Verzeichnisse hinzufügen
if (APPLE) target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
target_link_libraries(Prog3B "-framework IOKit")
target_link_libraries(Prog3B "-framework Cocoa")
target_link_libraries(Prog3B "-framework OpenGL") # Nur noch raylib und systemabhängige Libraries linken
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
winmm)
# MacOS Frameworks (falls benötigt)
if(APPLE)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE "-framework IOKit")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE "-framework Cocoa")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE "-framework OpenGL")
endif() endif()

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@ -16,4 +16,9 @@ public:
// Verschiebung // Verschiebung
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos); static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
// 4x4 Einheitsmatrix
static std::array<std::array<double,4>,4> identity(); // <-- add this
}; };

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@ -1,16 +1,27 @@
#include "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();
} }

77
src/gamematrix.cpp Normal file
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@ -0,0 +1,77 @@
#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;
}
// 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;
}
// 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;
}

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