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60
docs/requirements.txt
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60
docs/requirements.txt
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========================================================
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Projekt: gamematrix (C++ Library)
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Rolle: Projektleiter
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Datei: requirements.txt
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Datum: 3.11.2025
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Team: Thomas und Co
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========================================================
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# ----------------------------
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# 1. Projektziel
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# ----------------------------
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Beschreiben Sie hier kurz das Ziel des Projekts:
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Ziel: Implementierung der Matrixmulitplikation, -Rotation, -Verschiebung und anschließendes Testen
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# ----------------------------
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# 2. Funktionale Anforderungen
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# ----------------------------
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Listen Sie alle Funktionen auf, die die Bibliothek bereitstellen soll.
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Tragen Sie ein: Funktion, Eingabe, Ausgabe, kurze Beschreibung
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| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
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|---------------|------------------------------------|-----------------------|----------------------------------------|
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| matmul | 4x4 Matrix A, 4x4 Matrix B | 4x4 Matrix | Multiplikation zweier Matrizen wie in Mathe gelernt
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| translate | 3D Vektor | 4x4 Matrix | Verschiebung
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| rot3D | Winkel in °, Rotationsachse (x/y/z)| 4x4 Matrix | Rotation
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| identity (optional)| --- | 4x4 Matrix | _____________________________________ |
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| _____________ | __________________________________ | ____________________ | ______________________________ |
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| _____________ | __________________________________ | ____________________ | ______________________________ |
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# ----------------------------
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# 3. Nicht-funktionale Anforderungen
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# ----------------------------
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(z. B. Performance, Lesbarkeit, Wartbarkeit, Python-Kompatibilität via pybind11)
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- Lesbarkeit nach Coding Guidelines: https://elearning.ohmportal.de/pluginfile.php/395279/mod_page/content/5/Coding_Guidelines.pdf
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# ----------------------------
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# 4. Annahmen / Einschränkungen
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# ----------------------------
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(z. B. alle Matrizen sind 4x4, Winkel in Grad, nur double)
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- alle Matrizen sind 4x4
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- Winkel in Grad
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- nur double
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# ----------------------------
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# 5. Abnahmekriterien
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# ----------------------------
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Wie soll geprüft werden, dass die Anforderungen erfüllt sind?
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(z. B. Unit-Tests, Beispielrotationen, Matrizenmultiplikation)
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- Tests von Marco müssen fehlerfrei verlaufen
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========================================================
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Hinweis:
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- Diese Datei wird vom Projektleiter erstellt und gepflegt.
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- Jede Phase des Projekts soll hier dokumentiert werden.
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========================================================
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137
docs/tests.cpp
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137
docs/tests.cpp
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//
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// Created by marco on 03.11.2025.
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// Changeb by marco on 16.11.2025
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#include <iostream>
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#include <cmath>
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#include "gamematrix.h"
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using namespace Matrix3D;
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bool nearlyEqual(double a, double b, double eps = 1e-6) {
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return std::abs(a - b) < eps;
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}
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void test_matmul_identity() {
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Mat4 A = identity();
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Mat4 B = identity();
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Mat4 R = matmul(A, B);
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std::cout << "Test matmul: Identity * Identity -> Identity: ";
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bool ok = true;
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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 expected = (i==j ? 1.0 : 0.0);
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if(!nearlyEqual(R[i][j], expected)) ok = false;
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}
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}
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std::cout << (ok ? "OK\n" : "FAIL\n");
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}
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void test_matmul_example() {
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Mat4 A = {{
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{{1, 2, 3, 4}},
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{{0, 1, 2, 3}},
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{{0, 0, 1, 2}},
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{{0, 0, 0, 1}}
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}};
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Mat4 B = {{
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{{1, 0, 0, 0}},
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{{1, 1, 0, 0}},
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{{1, 1, 1, 0}},
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{{1, 1, 1, 1}}
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}};
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Mat4 R = matmul(A, B);
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std::cout << "Test matmul: Beispielmatrizen A * B: ";
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// Erwartete Matrix mit Handrechnung:
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Mat4 Expected = {{
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{{1+2+3+4, 2+3+4, 3+4, 4}},
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{{0+1+2+3, 1+2+3, 2+3, 3}},
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{{0+0+1+2, 0+1+2, 1+2, 2}},
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{{1, 1, 1, 1}}
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}};
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bool ok = true;
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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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if(!nearlyEqual(R[i][j], Expected[i][j])) ok = false;
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}
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}
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std::cout << (ok ? "OK\n" : "FAIL\n");
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}
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void test_translate() {
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Vec3 v{1,2,3};
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Mat4 T = translate({5,-2,1});
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Vec3 out = T * v;
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std::cout << "Test translate (Vec3{1,2,3} + {5,-2,1}): ";
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if(nearlyEqual(out.x, 6) && nearlyEqual(out.y, 0) && nearlyEqual(out.z, 4))
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std::cout << "OK\n";
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else
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std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
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}
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void test_rotZ_90() {
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Vec3 v{1,0,0};
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Mat4 Rm = rot3D(90, 'z');
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Vec3 out = Rm * v;
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std::cout << "Test rot3D Z 90° (1,0,0 -> 0,1,0): ";
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if(nearlyEqual(out.x, 0) && nearlyEqual(out.y, 1))
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std::cout << "OK\n";
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else
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std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
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}
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void test_rotX_180() {
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Vec3 v{0,1,0};
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Mat4 Rm = rot3D(180, 'x');
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Vec3 out = Rm * v;
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std::cout << "Test rot3D X 180° (0,1,0 -> 0,-1,0): ";
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if(nearlyEqual(out.y, -1))
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std::cout << "OK\n";
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else
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std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
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}
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void test_rotY_270() {
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Vec3 v{1,0,0};
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Mat4 Rm = rot3D(270, 'y');
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Vec3 out = Rm * v;
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std::cout << "Test rot3D Y 270° (1,0,0 -> 0,0,-1): ";
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if(nearlyEqual(out.x, 0) && nearlyEqual(out.z, -1))
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std::cout << "OK\n";
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else
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std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
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}
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int main() {
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std::cout << "===== Matrix3D Tests =====\n";
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test_matmul_identity();
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test_matmul_example();
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test_translate();
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test_rotZ_90();
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test_rotX_180();
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test_rotY_270();
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std::cout << "==========================\n";
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return 0;
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}
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42
docs/tests.txt
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42
docs/tests.txt
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========================================================
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Projekt: gamematrix (C++ Library)
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Rolle: Tester
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Datei: tests.txt
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Datum: ____________________
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Team: ____________________
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========================================================
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# ----------------------------
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# 1. Testplan Übersicht
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# ----------------------------
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Ziel: Überprüfung der Funktionen matmul(), translate(), rot3D().
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| Funktion | Testfall | Eingabe | Erwartetes Ergebnis | Bemerkung |
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|---------------|---------------------------|------------------------------|-----------------------------------|----------------------------|
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| matmul | Identity * Identity | 4x4 Identity Matrizen | Identity | Basisfall |
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| matmul | Beispielmatrizen | A=[[...]], B=[[...]] | C=[[...]] | Prüfen mit Handrechnung |
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| translate | Verschiebung | Vec3 {1,2,3} | Matrix mit Translation 1,2,3 | Prüfen letzte Spalte |
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| rot3D | Rotation Z 90° | angle_deg=90, axis='z' | (1,0,0) -> (0,1,0) | Prüfen Anwendung auf Vektor|
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| rot3D | Rotation X 180° | angle_deg=180, axis='x' | (0,1,0) -> (0,-1,0) | Prüfen Anwendung auf Vektor|
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| rot3D | Rotation Y 270° | angle_deg=270, axis='y' | (1,0,0) -> (0,0,-1) | Prüfen Anwendung auf Vektor|
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# ----------------------------
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# 2. Testdaten / Matrizen
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# ----------------------------
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- Matrizen für matmul: Identity, Beispiel A/B Matrizen
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- Vektoren für translate: Vec3 {x, y, z}
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- Vektoren für rot3D: Vec3 {1,0,0}, Vec3 {0,1,0}
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# ----------------------------
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# 3. Abnahmekriterien
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# ----------------------------
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- Alle Unit-Tests erfolgreich
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- Keine Exceptions außer gewollt (z. B. ungültige Achse)
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- Testbericht in tests.txt dokumentiert
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========================================================
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Hinweis:
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- Diese Datei wird vom Tester gepflegt.
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- Tester dokumentiert Input, Output, erwartetes Ergebnis und Erfolg/Fehler.
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========================================================
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@ -2,6 +2,9 @@
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#include "gamematrix.h"
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#include "raylib.h"
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#include <rlgl.h>
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#include <array>
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using Mat4 = std::array<std::array<double, 4>, 4>;
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struct Vec3
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{
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@ -3,6 +3,7 @@
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#include <array>
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#include <stdexcept>
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#include <cmath>
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#include "gamecube.h"
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class gameMatrix
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{
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@ -1,10 +1,13 @@
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#include "gamematrix.h"
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#include <cmath>
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namespace Matrix3D {
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// Entfernt: namespace Matrix3D { ... } <-- GEÄNDERT
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Mat4 identity() {
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Mat4 m{};
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// Implementierungen jetzt als Klassenmethoden von gameMatrix <-- GEÄNDERT
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// Optional: identity() als Hilfsmethode hinzugefügt
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static std::array<std::array<double,4>,4> identity() { // <-- NEU
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std::array<std::array<double,4>,4> 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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@ -13,8 +16,12 @@ namespace Matrix3D {
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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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// -------------------- matmul --------------------
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std::array<std::array<double,4>,4> gameMatrix::matmul( // <-- GEÄNDERT
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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> 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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@ -27,16 +34,22 @@ namespace Matrix3D {
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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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// -------------------- translate --------------------
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std::array<std::array<double,4>,4> gameMatrix::translate( // <-- GEÄNDERT
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const std::array<double,3>& pos)
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{
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auto t = identity(); // <-- NEU: nutzt die Hilfsmethode
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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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Mat4 rot3D(double angle_deg, char axis) {
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Mat4 r = identity();
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// -------------------- rot3D --------------------
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std::array<std::array<double,4>,4> gameMatrix::rot3D( // <-- GEÄNDERT
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double angle_deg, char axis)
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{
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auto r = identity(); // <-- NEU: nutzt die Hilfsmethode
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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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@ -60,17 +73,3 @@ namespace Matrix3D {
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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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Block a user