generated from freudenreichan/Programmieren_3b
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fb5673287a
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43d06f786f
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.gitignore
vendored
2
.gitignore
vendored
@ -1,2 +0,0 @@
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.idea
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cmake-build-debug
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@ -1,44 +1,35 @@
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cmake_minimum_required(VERSION 3.28)
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cmake_minimum_required(VERSION 3.28)
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project(Prog3B)
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project(Prog3B)
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set(EXECUTABLE_NAME Prog3B)
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set(EXECUTABLE_NAME Prog3B)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# Default build type
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# Generate compile_commands.json
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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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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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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endif()
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# Quell- und Header-Dateien
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set(SRC_FILES
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set(SRC_FILES
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${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
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${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamematrix.cpp
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)
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)
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#automatisch hinzufügen
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file(GLOB SRC_FILES "${CMAKE_CURRENT_LIST_DIR}/src/*.cpp")
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set(INCLUDE_DIRS
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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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${CMAKE_CURRENT_LIST_DIR}/raylib
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)
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)
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# Executable erstellen
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
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# Include-Verzeichnisse hinzufügen
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target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
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# Nur noch raylib und systemabhängige Libraries linken
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
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${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
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winmm)
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${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
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)
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# MacOS Frameworks (falls benötigt)
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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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if (APPLE)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE "-framework IOKit")
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target_link_libraries(Prog3B "-framework IOKit")
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE "-framework Cocoa")
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE "-framework OpenGL")
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target_link_libraries(Prog3B "-framework OpenGL")
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endif()
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endif()
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@ -1,27 +1,16 @@
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#include "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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gamecube::gamecube(const Vec3 &pos, Color col)
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: position(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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void gamecube::Update(float flipSpeed)
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{
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{
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if (flippingForward)
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if (flippingForward)
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{
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{
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rotation += flipSpeed;
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rotation += flipSpeed;
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if (rotation >= ROTATION_FULL) // ⚠️ Magic Number
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if (rotation >= 180.0f)
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{
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{
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rotation = ROTATION_FULL; // ⚠️ Magic Number
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rotation = 180.0f;
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flippingForward = false;
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flippingForward = false;
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flipped = true;
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flipped = true;
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}
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}
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@ -41,7 +30,7 @@ void gamecube::Update(float flipSpeed)
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void gamecube::FlipForward() { flippingForward = true; }
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void gamecube::FlipForward() { flippingForward = true; }
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void gamecube::FlipBackward() { flippingBackward = true; }
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void gamecube::FlipBackward() { flippingBackward = true; }
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bool gamecube::IsFlipped() const { return flipped; } // ✅ Getter sauber, const korrekt
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bool gamecube::IsFlipped() const { return flipped; }
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bool gamecube::IsMatched() const { return matched; }
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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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void gamecube::SetMatched(bool m) { matched = m; }
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@ -63,12 +52,12 @@ void gamecube::Draw() const
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f[j * 4 + i] = model[i][j];
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f[j * 4 + i] = model[i][j];
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rlMultMatrixf(f);
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rlMultMatrixf(f);
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if (rotation < ROTATION_HALF) // ⚠️ Magic Number
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if (rotation < 90.0f)
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DrawCube({0,0,0}, 1,1,1, DEFAULT_COLOR);
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DrawCube({0,0,0}, 1,1,1, GRAY);
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else
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else
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DrawCube({0,0,0}, 1,1,1, color);
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DrawCube({0,0,0}, 1,1,1, color);
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DrawCubeWires({0,0,0}, 1,1,1,WIRES_COLOR);
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DrawCubeWires({0,0,0}, 1,1,1, BLACK);
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rlPopMatrix();
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rlPopMatrix();
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}
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}
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@ -16,9 +16,4 @@ public:
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// Verschiebung
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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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static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
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// 4x4 Einheitsmatrix
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static std::array<std::array<double,4>,4> identity(); // <-- add this
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};
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};
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#include "../includes/gamecube.h"
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#include "gamecube.h"
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#include <algorithm>
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#include <algorithm>
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#include <ctime>
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#include <ctime>
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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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// 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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// 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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