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10
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0c71e3d2c7 | ||
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5ff1281385 |
+4
-2
@@ -19,7 +19,8 @@ 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
|
||||
docs/tests.cpp
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parallel/parallel_measurements.cpp
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parallel/matrizenmultiplikation.cpp
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)
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##Tom: prev: ${CMAKE_CURRENT_LIST_DIR}/linux -> now /include
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@@ -38,7 +39,7 @@ target_include_directories(${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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||||
@@ -51,3 +52,4 @@ if (APPLE)
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target_link_libraries(Prog3B "-framework Cocoa")
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target_link_libraries(Prog3B "-framework OpenGL")
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endif()
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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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||||
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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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||||
# ----------------------------
|
||||
Welche Operatoren oder Templates sollen definiert werden?
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||||
|
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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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|
||||
# ----------------------------
|
||||
# 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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||||
|
||||
# ----------------------------
|
||||
# 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: ___________________________
|
||||
|
||||
# ----------------------------
|
||||
# 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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||||
========================================================
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||||
Hinweis:
|
||||
- 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
@@ -1,137 +0,0 @@
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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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||||
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bool ok = true;
|
||||
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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std::cout << (ok ? "OK\n" : "FAIL\n");
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}
|
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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}},
|
||||
{{1, 1, 0, 0}},
|
||||
{{1, 1, 1, 0}},
|
||||
{{1, 1, 1, 1}}
|
||||
}};
|
||||
|
||||
Mat4 R = matmul(A, B);
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||||
|
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std::cout << "Test matmul: Beispielmatrizen A * B: ";
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|
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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}},
|
||||
{{0+0+1+2, 0+1+2, 1+2, 2}},
|
||||
{{1, 1, 1, 1}}
|
||||
}};
|
||||
|
||||
bool ok = true;
|
||||
for(int i=0;i<4;i++){
|
||||
for(int j=0;j<4;j++){
|
||||
if(!nearlyEqual(R[i][j], Expected[i][j])) ok = false;
|
||||
}
|
||||
}
|
||||
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||||
std::cout << (ok ? "OK\n" : "FAIL\n");
|
||||
}
|
||||
|
||||
void test_translate() {
|
||||
Vec3 v{1,2,3};
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Mat4 T = translate({5,-2,1});
|
||||
Vec3 out = T * v;
|
||||
|
||||
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";
|
||||
else
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||||
std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
|
||||
}
|
||||
|
||||
void test_rotZ_90() {
|
||||
Vec3 v{1,0,0};
|
||||
Mat4 Rm = rot3D(90, 'z');
|
||||
Vec3 out = Rm * v;
|
||||
|
||||
std::cout << "Test rot3D Z 90° (1,0,0 -> 0,1,0): ";
|
||||
|
||||
if(nearlyEqual(out.x, 0) && nearlyEqual(out.y, 1))
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||||
std::cout << "OK\n";
|
||||
else
|
||||
std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
|
||||
}
|
||||
|
||||
void test_rotX_180() {
|
||||
Vec3 v{0,1,0};
|
||||
Mat4 Rm = rot3D(180, 'x');
|
||||
Vec3 out = Rm * v;
|
||||
|
||||
std::cout << "Test rot3D X 180° (0,1,0 -> 0,-1,0): ";
|
||||
|
||||
if(nearlyEqual(out.y, -1))
|
||||
std::cout << "OK\n";
|
||||
else
|
||||
std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
|
||||
}
|
||||
|
||||
void test_rotY_270() {
|
||||
Vec3 v{1,0,0};
|
||||
Mat4 Rm = rot3D(270, 'y');
|
||||
Vec3 out = Rm * v;
|
||||
|
||||
std::cout << "Test rot3D Y 270° (1,0,0 -> 0,0,-1): ";
|
||||
|
||||
if(nearlyEqual(out.x, 0) && nearlyEqual(out.z, -1))
|
||||
std::cout << "OK\n";
|
||||
else
|
||||
std::cout << "FAIL (" << out.x << "," << out.y << "," << out.z << ")\n";
|
||||
}
|
||||
|
||||
int main() {
|
||||
std::cout << "===== Matrix3D Tests =====\n";
|
||||
|
||||
test_matmul_identity();
|
||||
test_matmul_example();
|
||||
|
||||
test_translate();
|
||||
|
||||
test_rotZ_90();
|
||||
test_rotX_180();
|
||||
test_rotY_270();
|
||||
|
||||
std::cout << "==========================\n";
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -1,42 +0,0 @@
|
||||
========================================================
|
||||
Projekt: gamematrix (C++ Library)
|
||||
Rolle: Tester
|
||||
Datei: tests.txt
|
||||
Datum: ____________________
|
||||
Team: ____________________
|
||||
========================================================
|
||||
|
||||
# ----------------------------
|
||||
# 1. Testplan Übersicht
|
||||
# ----------------------------
|
||||
Ziel: Überprüfung der Funktionen matmul(), translate(), rot3D().
|
||||
|
||||
| Funktion | Testfall | Eingabe | Erwartetes Ergebnis | Bemerkung |
|
||||
|---------------|---------------------------|------------------------------|-----------------------------------|----------------------------|
|
||||
| matmul | Identity * Identity | 4x4 Identity Matrizen | Identity | Basisfall |
|
||||
| matmul | Beispielmatrizen | A=[[...]], B=[[...]] | C=[[...]] | Prüfen mit Handrechnung |
|
||||
| translate | Verschiebung | Vec3 {1,2,3} | Matrix mit Translation 1,2,3 | Prüfen letzte Spalte |
|
||||
| rot3D | Rotation Z 90° | angle_deg=90, axis='z' | (1,0,0) -> (0,1,0) | Prüfen Anwendung auf Vektor|
|
||||
| rot3D | Rotation X 180° | angle_deg=180, axis='x' | (0,1,0) -> (0,-1,0) | Prüfen Anwendung auf Vektor|
|
||||
| rot3D | Rotation Y 270° | angle_deg=270, axis='y' | (1,0,0) -> (0,0,-1) | Prüfen Anwendung auf Vektor|
|
||||
|
||||
|
||||
# ----------------------------
|
||||
# 2. Testdaten / Matrizen
|
||||
# ----------------------------
|
||||
- Matrizen für matmul: Identity, Beispiel A/B Matrizen
|
||||
- Vektoren für translate: Vec3 {x, y, z}
|
||||
- Vektoren für rot3D: Vec3 {1,0,0}, Vec3 {0,1,0}
|
||||
|
||||
# ----------------------------
|
||||
# 3. Abnahmekriterien
|
||||
# ----------------------------
|
||||
- Alle Unit-Tests erfolgreich
|
||||
- Keine Exceptions außer gewollt (z. B. ungültige Achse)
|
||||
- Testbericht in tests.txt dokumentiert
|
||||
|
||||
========================================================
|
||||
Hinweis:
|
||||
- Diese Datei wird vom Tester gepflegt.
|
||||
- Tester dokumentiert Input, Output, erwartetes Ergebnis und Erfolg/Fehler.
|
||||
========================================================
|
||||
@@ -0,0 +1,91 @@
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <chrono>
|
||||
#include <omp.h>
|
||||
|
||||
|
||||
// Funktion erzeugt zwei Matrizen A und B der Größe n x n mit Zufallswerten
|
||||
void generateRandomMatrices(int n,
|
||||
std::vector<std::vector<double>>& A,
|
||||
std::vector<std::vector<double>>& B,
|
||||
double min_val = 0.0,
|
||||
double max_val = 10.0)
|
||||
{
|
||||
// Zufallsgenerator initialisieren
|
||||
std::srand(static_cast<unsigned int>(std::time(nullptr)));
|
||||
|
||||
A.resize(n, std::vector<double>(n));
|
||||
B.resize(n, std::vector<double>(n));
|
||||
|
||||
for (int i = 0; i < n; ++i)
|
||||
for (int j = 0; j < n; ++j)
|
||||
{
|
||||
double r1 = static_cast<double>(std::rand()) / RAND_MAX; // 0..1
|
||||
double r2 = static_cast<double>(std::rand()) / RAND_MAX; // 0..1
|
||||
A[i][j] = min_val + r1 * (max_val - min_val);
|
||||
B[i][j] = min_val + r2 * (max_val - min_val);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<std::vector<double>> matmul_serial(
|
||||
const std::vector<std::vector<double>>& A,
|
||||
const std::vector<std::vector<double>>& B)
|
||||
{
|
||||
int n = A.size();
|
||||
int m = B[0].size();
|
||||
int p = B.size();
|
||||
|
||||
std::vector<std::vector<double>> C(n, std::vector<double>(m, 0.0));
|
||||
|
||||
for (int i = 0; i < n; ++i)
|
||||
for (int j = 0; j < m; ++j)
|
||||
for (int k = 0; k < p; ++k)
|
||||
C[i][j] += A[i][k] * B[k][j];
|
||||
|
||||
return C;
|
||||
}
|
||||
|
||||
std::vector<std::vector<double>> matmul_parallel(
|
||||
const std::vector<std::vector<double>>& A,
|
||||
const std::vector<std::vector<double>>& B)
|
||||
{
|
||||
int n = A.size();
|
||||
int m = B[0].size();
|
||||
int p = B.size();
|
||||
|
||||
std::vector<std::vector<double>> C(n, std::vector<double>(m, 0.0));
|
||||
|
||||
#pragma omp parallel for
|
||||
for (int i = 0; i < n; ++i)
|
||||
for (int j = 0; j < m; ++j)
|
||||
for (int k = 0; k < p; ++k)
|
||||
C[i][j] += A[i][k] * B[k][j];
|
||||
|
||||
return C;
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
int N = 500;
|
||||
|
||||
std::vector<std::vector<double>> A, B;
|
||||
generateRandomMatrices(N, A, B);
|
||||
|
||||
// Serielle Version
|
||||
auto start = std::chrono::high_resolution_clock::now();
|
||||
auto C_serial = matmul_serial(A, B);
|
||||
auto end = std::chrono::high_resolution_clock::now();
|
||||
std::cout << "Serielle Laufzeit: "
|
||||
<< std::chrono::duration<double>(end - start).count()
|
||||
<< " Sekunden\n";
|
||||
|
||||
// Parallele Version
|
||||
start = std::chrono::high_resolution_clock::now();
|
||||
auto C_parallel = matmul_parallel(A, B);
|
||||
end = std::chrono::high_resolution_clock::now();
|
||||
std::cout << "Parallele Laufzeit: "
|
||||
<< std::chrono::duration<double>(end - start).count()
|
||||
<< " Sekunden\n";
|
||||
|
||||
return 0;
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,83 @@
|
||||
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
#include <thread>
|
||||
#include <chrono>
|
||||
#include <string>
|
||||
|
||||
void readFile(const std::string& filename, std::vector<int>& data) {
|
||||
std::ifstream file(filename);
|
||||
if (!file) {
|
||||
std::cerr << "Fehler: Datei '" << filename << "' konnte nicht geöffnet werden!\n";
|
||||
return;
|
||||
}
|
||||
int v;
|
||||
while (file >> v) data.push_back(v);
|
||||
}
|
||||
|
||||
int countIncreasesSerial(const std::vector<int>& data) {
|
||||
if (data.size() < 2) return 0;
|
||||
int increases = 0;
|
||||
for (size_t i = 1; i < data.size(); ++i)
|
||||
if (data[i] > data[i - 1]) ++increases;
|
||||
return increases;
|
||||
}
|
||||
|
||||
int countIncreasesParallel(const std::vector<int>& messungen, int numThreads = 4) {
|
||||
int totalComparisons = static_cast<int>(messungen.size()) - 1;
|
||||
if (totalComparisons <= 0) return 0;
|
||||
|
||||
std::vector<int> results(numThreads, 0);
|
||||
std::vector<std::thread> threads;
|
||||
threads.reserve(numThreads);
|
||||
|
||||
int base = totalComparisons / numThreads;
|
||||
int remainder = totalComparisons % numThreads;
|
||||
|
||||
int idx = 1;
|
||||
for (int t = 0; t < numThreads; t++) {
|
||||
int startIdx = idx;
|
||||
int count = base + (t < remainder ? 1 : 0);
|
||||
int endIdx = idx + count - 1;
|
||||
idx = endIdx + 1;
|
||||
|
||||
if (count <= 0) {
|
||||
results[t] = 0;
|
||||
continue;
|
||||
}
|
||||
|
||||
threads.emplace_back([&, t, startIdx, endIdx]() {
|
||||
int localCount = 0;
|
||||
for (int i = startIdx; i <= endIdx; ++i)
|
||||
if (messungen[i] > messungen[i - 1])
|
||||
++localCount;
|
||||
results[t] = localCount;
|
||||
});
|
||||
}
|
||||
|
||||
for (auto& th : threads) th.join();
|
||||
|
||||
int total = 0;
|
||||
for (int r : results) total += r;
|
||||
return total;
|
||||
}
|
||||
|
||||
int main() {
|
||||
std::vector<int> messungen;
|
||||
readFile("parallel/measurements.txt", messungen);
|
||||
std::cout << "Gelesene Werte: " << messungen.size() << "\n";
|
||||
|
||||
auto t0 = std::chrono::steady_clock::now();
|
||||
int s = countIncreasesSerial(messungen);
|
||||
auto t1 = std::chrono::steady_clock::now();
|
||||
|
||||
auto p0 = std::chrono::steady_clock::now();
|
||||
int p = countIncreasesParallel(messungen, 4);
|
||||
auto p1 = std::chrono::steady_clock::now();
|
||||
|
||||
std::cout << "Seriell: " << s << " Dauer: " << std::chrono::duration<double>(t1 - t0).count() << "s\n";
|
||||
std::cout << "Parallel: " << p << " Dauer: " << std::chrono::duration<double>(p1 - p0).count() << "s\n";
|
||||
|
||||
return 0;
|
||||
}
|
||||
+76
-3
@@ -1,3 +1,76 @@
|
||||
//
|
||||
// Created by kmust on 03.11.2025.
|
||||
//
|
||||
#include "gamematrix.h"
|
||||
#include <cmath>
|
||||
|
||||
namespace Matrix3D {
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
return m;
|
||||
}
|
||||
|
||||
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;
|
||||
for(int k = 0; k < 4; k++) {
|
||||
sum += A[i][k] * B[k][j];
|
||||
}
|
||||
R[i][j] = sum;
|
||||
}
|
||||
}
|
||||
return R;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
Mat4 rot3D(double angle_deg, char axis) {
|
||||
Mat4 r = identity();
|
||||
|
||||
double rad = angle_deg * M_PI / 180.0;
|
||||
double c = std::cos(rad);
|
||||
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;
|
||||
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;
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "gamecube.h"
|
||||
#include "gamematrix.h"
|
||||
#include <algorithm>
|
||||
#include <ctime>
|
||||
|
||||
|
||||
Reference in New Issue
Block a user