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No commits in common. "8eda60d4981f797641ee7f3dfa857b61065fa7dc" and "6e2119ab017889f0732617abe917bb4f91acd0fe" have entirely different histories.

5 changed files with 117 additions and 119 deletions

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@ -19,6 +19,7 @@ set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/src/main.cpp ${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp ${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
src/gamematrix.cpp src/gamematrix.cpp
docs/tests.cpp
) )
##Tom: prev: ${CMAKE_CURRENT_LIST_DIR}/linux -> now /include ##Tom: prev: ${CMAKE_CURRENT_LIST_DIR}/linux -> now /include

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@ -2,9 +2,6 @@
#include "gamematrix.h" #include "gamematrix.h"
#include "raylib.h" #include "raylib.h"
#include <rlgl.h> #include <rlgl.h>
#include <array>
using Mat4 = std::array<std::array<double, 4>, 4>;
struct Vec3 struct Vec3
{ {

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@ -3,7 +3,6 @@
#include <array> #include <array>
#include <stdexcept> #include <stdexcept>
#include <cmath> #include <cmath>
#include "gamecube.h"
class gameMatrix class gameMatrix
{ {

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@ -1,10 +1,10 @@
#include "gamecube.h" #include "gamecube.h"
gamecube::gamecube(const Vec3 &pos, Color col) gamecube::gamecube(const Vec3 &pos, Color col)
: position(pos), color(col) {} : position(pos), color(col) {}
void gamecube::Update(float flipSpeed) void gamecube::Update(float flipSpeed)
{ {
//Tom: Added vars for clarity; replaced old 180.0f, 0.0f //Tom: Added vars for clarity; replaced old 180.0f, 0.0f
const float MaxRotationAngle = 180.0f; const float MaxRotationAngle = 180.0f;
const float NoRotationAngle = 0.0f; const float NoRotationAngle = 0.0f;
@ -29,17 +29,17 @@
flipped = false; flipped = false;
} }
} }
} }
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; }
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; }
void gamecube::Draw() const void gamecube::Draw() const
{ {
rlPushMatrix(); rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen // Matrizen für Rotation und Translation erzeugen
@ -64,7 +64,7 @@
DrawCubeWires({0,0,0}, 1,1,1, BLACK); DrawCubeWires({0,0,0}, 1,1,1, BLACK);
rlPopMatrix(); rlPopMatrix();
} }
Vec3 gamecube::GetPosition() const { return position; } Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; } float gamecube::GetRotationY() const { return rotation; }

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@ -1,27 +1,20 @@
#include "gamematrix.h" #include "gamematrix.h"
#include <cmath> #include <cmath>
// Entfernt: namespace Matrix3D { ... } <-- GEÄNDERT namespace Matrix3D {
// Implementierungen jetzt als Klassenmethoden von gameMatrix <-- GEÄNDERT Mat4 identity() {
Mat4 m{};
// Optional: identity() als Hilfsmethode hinzugefügt
static std::array<std::array<double,4>,4> identity() { // <-- NEU
std::array<std::array<double,4>,4> m{};
for(int i = 0; i < 4; i++) { for(int i = 0; i < 4; i++) {
for(int j = 0; j < 4; j++) { for(int j = 0; j < 4; j++) {
m[i][j] = (i == j) ? 1.0 : 0.0; m[i][j] = (i == j) ? 1.0 : 0.0;
} }
} }
return m; return m;
} }
// -------------------- matmul -------------------- Mat4 matmul(const Mat4& A, const Mat4& B) {
std::array<std::array<double,4>,4> gameMatrix::matmul( // <-- GEÄNDERT Mat4 R{};
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> R{};
for(int i = 0; i < 4; i++) { for(int i = 0; i < 4; i++) {
for(int j = 0; j < 4; j++) { for(int j = 0; j < 4; j++) {
double sum = 0.0; double sum = 0.0;
@ -32,24 +25,18 @@ std::array<std::array<double,4>,4> gameMatrix::matmul( // <-- GEÄNDERT
} }
} }
return R; return R;
} }
// -------------------- translate -------------------- Mat4 translate(const Vec3& pos) {
std::array<std::array<double,4>,4> gameMatrix::translate( // <-- GEÄNDERT Mat4 t = identity();
const std::array<double,3>& pos) t[0][3] = pos.x;
{ t[1][3] = pos.y;
auto t = identity(); // <-- NEU: nutzt die Hilfsmethode t[2][3] = pos.z;
t[0][3] = pos[0];
t[1][3] = pos[1];
t[2][3] = pos[2];
return t; return t;
} }
// -------------------- rot3D -------------------- Mat4 rot3D(double angle_deg, char axis) {
std::array<std::array<double,4>,4> gameMatrix::rot3D( // <-- GEÄNDERT Mat4 r = identity();
double angle_deg, char axis)
{
auto r = identity(); // <-- NEU: nutzt die Hilfsmethode
double rad = angle_deg * M_PI / 180.0; double rad = angle_deg * M_PI / 180.0;
double c = std::cos(rad); double c = std::cos(rad);
@ -72,4 +59,18 @@ std::array<std::array<double,4>,4> gameMatrix::rot3D( // <-- GEÄNDERT
break; break;
} }
return r; return r;
}
Vec3 operator*(const Mat4& M, const Vec3& v) {
Vec3 out;
out.x = M[0][0]*v.x + M[0][1]*v.y + M[0][2]*v.z + M[0][3];
out.y = M[1][0]*v.x + M[1][1]*v.y + M[1][2]*v.z + M[1][3];
out.z = M[2][0]*v.x + M[2][1]*v.y + M[2][2]*v.z + M[2][3];
return out;
}
Mat4 operator*(const Mat4& A, const Mat4& B) {
return matmul(A, B);
}
} }