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| 8eda60d498 | |||
| 69dfbdf139 | |||
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| c3dc997071 | |||
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| 0c71e3d2c7 | |||
| 5ff1281385 | |||
| d3ce2aa5f8 |
@ -19,7 +19,6 @@ set(SRC_FILES
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${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/main.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
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${CMAKE_CURRENT_LIST_DIR}/src/gamecube.cpp
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src/gamematrix.cpp
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src/gamematrix.cpp
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docs/tests.cpp
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)
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)
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##Tom: prev: ${CMAKE_CURRENT_LIST_DIR}/linux -> now /include
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##Tom: prev: ${CMAKE_CURRENT_LIST_DIR}/linux -> now /include
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@ -38,7 +37,7 @@ target_include_directories(${EXECUTABLE_NAME} PRIVATE
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)
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)
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target_link_libraries(${EXECUTABLE_NAME} PRIVATE
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target_link_libraries(${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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${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libraylib.a
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)
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)
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if (WIN32)
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if (WIN32)
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74
docs/design.txt
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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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60
docs/requirements.txt
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60
docs/requirements.txt
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@ -0,0 +1,60 @@
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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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@ -2,6 +2,9 @@
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#include "gamematrix.h"
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#include "gamematrix.h"
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#include "raylib.h"
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#include "raylib.h"
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#include <rlgl.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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struct Vec3
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{
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{
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@ -3,6 +3,7 @@
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#include <array>
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#include <array>
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#include <stdexcept>
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#include <stdexcept>
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#include <cmath>
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#include <cmath>
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#include "gamecube.h"
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class gameMatrix
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class gameMatrix
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{
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{
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@ -1,3 +1,75 @@
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//
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#include "gamematrix.h"
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// Created by kmust on 03.11.2025.
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#include <cmath>
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//
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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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}
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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
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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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// -------------------- 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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double s = std::sin(rad);
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switch(axis) {
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case 'x': case 'X':
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r[1][1] = c; r[1][2] = -s;
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r[2][1] = s; r[2][2] = c;
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break;
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case 'y': case 'Y':
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r[0][0] = c; r[0][2] = s;
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r[2][0] = -s; r[2][2] = c;
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break;
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case 'z': case 'Z':
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r[0][0] = c; r[0][1] = -s;
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r[1][0] = s; r[1][1] = c;
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break;
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}
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return r;
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}
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@ -1,4 +1,5 @@
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#include "gamecube.h"
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#include "gamecube.h"
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#include "gamematrix.h"
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#include <algorithm>
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#include <algorithm>
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#include <ctime>
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#include <ctime>
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