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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/gamecube.cpp
src/gamematrix.cpp
docs/tests.cpp
)
##Tom: prev: ${CMAKE_CURRENT_LIST_DIR}/linux -> now /include

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

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

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@ -1,13 +1,10 @@
#include "gamematrix.h"
#include <cmath>
// Entfernt: namespace Matrix3D { ... } <-- GEÄNDERT
namespace Matrix3D {
// Implementierungen jetzt als Klassenmethoden von gameMatrix <-- GEÄNDERT
// Optional: identity() als Hilfsmethode hinzugefügt
static std::array<std::array<double,4>,4> identity() { // <-- NEU
std::array<std::array<double,4>,4> m{};
Mat4 identity() {
Mat4 m{};
for(int i = 0; i < 4; i++) {
for(int j = 0; j < 4; j++) {
m[i][j] = (i == j) ? 1.0 : 0.0;
@ -16,12 +13,8 @@ static std::array<std::array<double,4>,4> identity() { // <-- NEU
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{};
Mat4 matmul(const Mat4& A, const Mat4& B) {
Mat4 R{};
for(int i = 0; i < 4; i++) {
for(int j = 0; j < 4; j++) {
double sum = 0.0;
@ -34,22 +27,16 @@ std::array<std::array<double,4>,4> gameMatrix::matmul( // <-- GEÄNDERT
return R;
}
// -------------------- translate --------------------
std::array<std::array<double,4>,4> gameMatrix::translate( // <-- GEÄNDERT
const std::array<double,3>& pos)
{
auto t = identity(); // <-- NEU: nutzt die Hilfsmethode
t[0][3] = pos[0];
t[1][3] = pos[1];
t[2][3] = pos[2];
Mat4 translate(const Vec3& pos) {
Mat4 t = identity();
t[0][3] = pos.x;
t[1][3] = pos.y;
t[2][3] = pos.z;
return t;
}
// -------------------- rot3D --------------------
std::array<std::array<double,4>,4> gameMatrix::rot3D( // <-- GEÄNDERT
double angle_deg, char axis)
{
auto r = identity(); // <-- NEU: nutzt die Hilfsmethode
Mat4 rot3D(double angle_deg, char axis) {
Mat4 r = identity();
double rad = angle_deg * M_PI / 180.0;
double c = std::cos(rad);
@ -73,3 +60,17 @@ std::array<std::array<double,4>,4> gameMatrix::rot3D( // <-- GEÄNDERT
}
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);
}
}