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@ -37,7 +37,7 @@ target_include_directories(${EXECUTABLE_NAME} PRIVATE
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)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libgamematrix.a
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# ${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libgamematrix.a
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${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libraylib.a
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)
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if (WIN32)
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74
docs/design.txt
Normal file
74
docs/design.txt
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@ -0,0 +1,74 @@
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========================================================
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Projekt: gamematrix (C++ Library)
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Rolle: Architekt
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Datei: design.txt
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Datum: 03-November
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Team: Thomas&Co
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========================================================
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# ----------------------------
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# 1. Projektstruktur / Namespace
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# ----------------------------
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Namespace: Matrix3D
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Ziel: Saubere Trennung der Bibliothek, Vermeidung von Namenskonflikten.
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Beispiel:
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namespace Matrix3D {
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// Funktionen, ggf Klasse(n)
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}
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# ----------------------------
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# 2. Datenstrukturen / Klassen
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# ----------------------------
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Listen Sie die Klassen oder Structs auf, die verwendet werden:
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| Name | Typ | Beschreibung |
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|--------|------------------------------------------|--------------|
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| Vec3 | struct Vec3 | 3D-Vektor (x, y, z) |
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| Mat4 | std::array<std::array<double,4>,4> | 4x4-Matrix (homogen) |
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| ______ | ________ | ___________________ |
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| ______ | ________ | ___________________ |
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# ----------------------------
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# 3. Operatoren / Templates
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# ----------------------------
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Welche Operatoren oder Templates sollen definiert werden?
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- Templates für unterschiedliche Datentypen? ☐ Ja ☐ Nein
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- Operatoren:
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- Mat4 * Mat4
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- Mat4 * Vec3
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# ----------------------------
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# 4. Funktionen / Schnittstellen
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# ----------------------------
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Liste der Funktionen mit Eingabe/Ausgabe und kurzer Beschreibung:
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| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
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|---------------|------------------------------------|-----------------------|----------------------------------------|
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| matmul | Mat4 A, Mat4 B | Mat4 | Matrixmultiplikation 4x4 |
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| translate | Vec3 pos | Mat4 | Verschiebungstransformation |
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| rot3D | double angle_deg, char axis | Mat4 | Rotation um Achse x/y/z |
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| identity (optional)| --- | Mat4 | Identitätsmatrix |
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| _____________ | __________________________________ | ____________________ | ______________________________ |
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# ----------------------------
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# 5. Designentscheidungen / Hinweise
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# ----------------------------
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- Rückgabe der Matrizen per Wert oder Referenz? ___________
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- Verwendung von std::array oder std::vector? ___________
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- Homogene Koordinaten für Translation / Rotation (4x4)? ☐ Ja ☐ Nein
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- Weitere Designüberlegungen: ___________________________
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# ----------------------------
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# 6. Deliverables / Milestones
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# ----------------------------
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- design.txt fertig und im Branch architect committed
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- Übergabe an Entwickler für Implementierung
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========================================================
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Hinweis:
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- Dieses Dokument dient als Grundlage für die Implementierung.
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- Alle Designentscheidungen sollen klar nachvollziehbar sein.
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========================================================
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@ -1,3 +1,76 @@
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//
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// Created by kmust on 03.11.2025.
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//
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#include "gamematrix.h"
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#include <cmath>
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namespace Matrix3D {
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Mat4 identity() {
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Mat4 m{};
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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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m[i][j] = (i == j) ? 1.0 : 0.0;
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}
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}
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return m;
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}
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Mat4 matmul(const Mat4& A, const Mat4& B) {
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Mat4 R{};
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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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double sum = 0.0;
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for(int k = 0; k < 4; k++) {
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sum += A[i][k] * B[k][j];
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}
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R[i][j] = sum;
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}
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}
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return R;
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}
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Mat4 translate(const Vec3& pos) {
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Mat4 t = identity();
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t[0][3] = pos.x;
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t[1][3] = pos.y;
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t[2][3] = pos.z;
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return t;
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}
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Mat4 rot3D(double angle_deg, char axis) {
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Mat4 r = identity();
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double rad = angle_deg * M_PI / 180.0;
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double c = std::cos(rad);
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double s = std::sin(rad);
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switch(axis) {
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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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}
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return r;
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}
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Vec3 operator*(const Mat4& M, const Vec3& v) {
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Vec3 out;
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out.x = M[0][0]*v.x + M[0][1]*v.y + M[0][2]*v.z + M[0][3];
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out.y = M[1][0]*v.x + M[1][1]*v.y + M[1][2]*v.z + M[1][3];
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out.z = M[2][0]*v.x + M[2][1]*v.y + M[2][2]*v.z + M[2][3];
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return out;
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}
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Mat4 operator*(const Mat4& A, const Mat4& B) {
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return matmul(A, B);
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}
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}
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@ -1,4 +1,5 @@
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#include "gamecube.h"
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#include "gamematrix.h"
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#include <algorithm>
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#include <ctime>
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