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| Author | SHA1 | Date | |
|---|---|---|---|
| 8eda60d498 | |||
| 69dfbdf139 | |||
| 16e918b180 | |||
| 48903fdf01 | |||
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| 00bb22347f | |||
| c3dc997071 | |||
| 8023f4e866 | |||
| a8b2545b6c | |||
| a561b26425 | |||
| 96a19a6312 | |||
| 0c71e3d2c7 | |||
| aa7f72820b | |||
| 5ff1281385 | |||
| a1e712dcf7 | |||
| 93759ebef1 |
@ -18,6 +18,7 @@ endif()
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set(SRC_FILES
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${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
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src/gamematrix.cpp
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)
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##Tom: prev: ${CMAKE_CURRENT_LIST_DIR}/linux -> now /include
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@ -36,7 +37,7 @@ target_include_directories(${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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137
docs/tests.cpp
Normal file
137
docs/tests.cpp
Normal file
@ -0,0 +1,137 @@
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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
Normal file
42
docs/tests.txt
Normal file
@ -0,0 +1,42 @@
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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 +1,10 @@
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#include "gamecube.h"
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#include "gamecube.h"
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gamecube::gamecube(const Vec3 &pos, Color col)
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gamecube::gamecube(const Vec3 &pos, Color col)
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: position(pos), color(col) {}
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void gamecube::Update(float flipSpeed)
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{
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void gamecube::Update(float flipSpeed)
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{
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//Tom: Added vars for clarity; replaced old 180.0f, 0.0f
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const float MaxRotationAngle = 180.0f;
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const float NoRotationAngle = 0.0f;
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@ -29,17 +29,17 @@ void gamecube::Update(float flipSpeed)
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flipped = false;
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}
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}
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}
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}
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void gamecube::FlipForward() { flippingForward = true; }
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void gamecube::FlipBackward() { flippingBackward = true; }
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void gamecube::FlipForward() { flippingForward = true; }
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void gamecube::FlipBackward() { flippingBackward = true; }
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bool gamecube::IsFlipped() const { return flipped; }
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bool gamecube::IsMatched() const { return matched; }
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void gamecube::SetMatched(bool m) { matched = m; }
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bool gamecube::IsFlipped() const { return flipped; }
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bool gamecube::IsMatched() const { return matched; }
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void gamecube::SetMatched(bool m) { matched = m; }
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void gamecube::Draw() const
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{
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void gamecube::Draw() const
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{
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rlPushMatrix();
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// Matrizen für Rotation und Translation erzeugen
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@ -64,7 +64,7 @@ void gamecube::Draw() const
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DrawCubeWires({0,0,0}, 1,1,1, BLACK);
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rlPopMatrix();
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}
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}
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Vec3 gamecube::GetPosition() const { return position; }
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float gamecube::GetRotationY() const { return rotation; }
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Vec3 gamecube::GetPosition() const { return position; }
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float gamecube::GetRotationY() const { return rotation; }
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75
src/gamematrix.cpp
Normal file
75
src/gamematrix.cpp
Normal file
@ -0,0 +1,75 @@
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#include "gamematrix.h"
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#include <cmath>
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// Entfernt: namespace Matrix3D { ... } <-- GEÄNDERT
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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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}
|
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}
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return m;
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}
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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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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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return R;
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}
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||||
|
||||
// -------------------- translate --------------------
|
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std::array<std::array<double,4>,4> gameMatrix::translate( // <-- GEÄNDERT
|
||||
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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|
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// -------------------- rot3D --------------------
|
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std::array<std::array<double,4>,4> gameMatrix::rot3D( // <-- GEÄNDERT
|
||||
double angle_deg, char axis)
|
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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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double s = std::sin(rad);
|
||||
|
||||
switch(axis) {
|
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case 'x': case 'X':
|
||||
r[1][1] = c; r[1][2] = -s;
|
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r[2][1] = s; r[2][2] = c;
|
||||
break;
|
||||
|
||||
case 'y': case 'Y':
|
||||
r[0][0] = c; r[0][2] = s;
|
||||
r[2][0] = -s; r[2][2] = c;
|
||||
break;
|
||||
|
||||
case 'z': case 'Z':
|
||||
r[0][0] = c; r[0][1] = -s;
|
||||
r[1][0] = s; r[1][1] = c;
|
||||
break;
|
||||
}
|
||||
return r;
|
||||
}
|
||||
@ -1,4 +1,5 @@
|
||||
#include "gamecube.h"
|
||||
#include "gamematrix.h"
|
||||
#include <algorithm>
|
||||
#include <ctime>
|
||||
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user