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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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@ -1,70 +1,70 @@
#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
const float MaxRotationAngle = 180.0f;
const float NoRotationAngle = 0.0f;
if (flippingForward)
{ {
//Tom: Added vars for clarity; replaced old 180.0f, 0.0f rotation += flipSpeed;
const float MaxRotationAngle = 180.0f; if (rotation >= MaxRotationAngle)
const float NoRotationAngle = 0.0f;
if (flippingForward)
{ {
rotation += flipSpeed; rotation = MaxRotationAngle;
if (rotation >= MaxRotationAngle) flippingForward = false;
{ flipped = true;
rotation = MaxRotationAngle;
flippingForward = false;
flipped = true;
}
}
else if (flippingBackward)
{
rotation -= flipSpeed;
if (rotation <= NoRotationAngle)
{
rotation = NoRotationAngle;
flippingBackward = false;
flipped = false;
}
} }
} }
else if (flippingBackward)
void gamecube::FlipForward() { flippingForward = true; }
void gamecube::FlipBackward() { flippingBackward = true; }
bool gamecube::IsFlipped() const { return flipped; }
bool gamecube::IsMatched() const { return matched; }
void gamecube::SetMatched(bool m) { matched = m; }
void gamecube::Draw() const
{ {
rlPushMatrix(); rotation -= flipSpeed;
if (rotation <= NoRotationAngle)
// Matrizen für Rotation und Translation erzeugen {
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z}); rotation = NoRotationAngle;
auto matrix_b = gameMatrix::rot3D(rotation, 'y'); flippingBackward = false;
flipped = false;
// Matrizen multiplizieren (Translation * Rotation) }
auto model = gameMatrix::matmul(matrix_a, matrix_b);
// transform for raylib matrix
float f[16];
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
f[j * 4 + i] = model[i][j];
rlMultMatrixf(f);
if (rotation < 90.0f)
DrawCube({0,0,0}, 1,1,1, GRAY);
else
DrawCube({0,0,0}, 1,1,1, color);
DrawCubeWires({0,0,0}, 1,1,1, BLACK);
rlPopMatrix();
} }
}
Vec3 gamecube::GetPosition() const { return position; } void gamecube::FlipForward() { flippingForward = true; }
float gamecube::GetRotationY() const { return rotation; } void gamecube::FlipBackward() { flippingBackward = true; }
bool gamecube::IsFlipped() const { return flipped; }
bool gamecube::IsMatched() const { return matched; }
void gamecube::SetMatched(bool m) { matched = m; }
void gamecube::Draw() const
{
rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
auto matrix_b = gameMatrix::rot3D(rotation, 'y');
// Matrizen multiplizieren (Translation * Rotation)
auto model = gameMatrix::matmul(matrix_a, matrix_b);
// transform for raylib matrix
float f[16];
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
f[j * 4 + i] = model[i][j];
rlMultMatrixf(f);
if (rotation < 90.0f)
DrawCube({0,0,0}, 1,1,1, GRAY);
else
DrawCube({0,0,0}, 1,1,1, color);
DrawCubeWires({0,0,0}, 1,1,1, BLACK);
rlPopMatrix();
}
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }

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@ -1,75 +1,76 @@
#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 for(int i = 0; i < 4; i++) {
static std::array<std::array<double,4>,4> identity() { // <-- NEU for(int j = 0; j < 4; j++) {
std::array<std::array<double,4>,4> m{}; m[i][j] = (i == j) ? 1.0 : 0.0;
for(int i = 0; i < 4; i++) {
for(int j = 0; j < 4; j++) {
m[i][j] = (i == j) ? 1.0 : 0.0;
}
}
return m;
}
// -------------------- matmul --------------------
std::array<std::array<double,4>,4> gameMatrix::matmul( // <-- GEÄNDERT
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 j = 0; j < 4; j++) {
double sum = 0.0;
for(int k = 0; k < 4; k++) {
sum += A[i][k] * B[k][j];
} }
R[i][j] = sum;
} }
return m;
} }
return R;
}
// -------------------- translate -------------------- Mat4 matmul(const Mat4& A, const Mat4& B) {
std::array<std::array<double,4>,4> gameMatrix::translate( // <-- GEÄNDERT Mat4 R{};
const std::array<double,3>& pos) for(int i = 0; i < 4; i++) {
{ for(int j = 0; j < 4; j++) {
auto t = identity(); // <-- NEU: nutzt die Hilfsmethode double sum = 0.0;
t[0][3] = pos[0]; for(int k = 0; k < 4; k++) {
t[1][3] = pos[1]; sum += A[i][k] * B[k][j];
t[2][3] = pos[2]; }
return t; R[i][j] = sum;
} }
}
return R;
}
// -------------------- rot3D -------------------- Mat4 translate(const Vec3& pos) {
std::array<std::array<double,4>,4> gameMatrix::rot3D( // <-- GEÄNDERT Mat4 t = identity();
double angle_deg, char axis) t[0][3] = pos.x;
{ t[1][3] = pos.y;
auto r = identity(); // <-- NEU: nutzt die Hilfsmethode t[2][3] = pos.z;
return t;
}
double rad = angle_deg * M_PI / 180.0; Mat4 rot3D(double angle_deg, char axis) {
double c = std::cos(rad); Mat4 r = identity();
double s = std::sin(rad);
switch(axis) { double rad = angle_deg * M_PI / 180.0;
case 'x': case 'X': double c = std::cos(rad);
r[1][1] = c; r[1][2] = -s; double s = std::sin(rad);
switch(axis) {
case 'x': case 'X':
r[1][1] = c; r[1][2] = -s;
r[2][1] = s; r[2][2] = c; r[2][1] = s; r[2][2] = c;
break; break;
case 'y': case 'Y': case 'y': case 'Y':
r[0][0] = c; r[0][2] = s; r[0][0] = c; r[0][2] = s;
r[2][0] = -s; r[2][2] = c; r[2][0] = -s; r[2][2] = c;
break; break;
case 'z': case 'Z': case 'z': case 'Z':
r[0][0] = c; r[0][1] = -s; r[0][0] = c; r[0][1] = -s;
r[1][0] = s; r[1][1] = c; r[1][0] = s; r[1][1] = c;
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);
}
} }