Bugs fixed. Funktioniert wie geplant. Ich erwarte eine Gehalsterhöhung Chef
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.idea/editor.xml
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97
.idea/editor.xml
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@ -1,6 +1,103 @@
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INITIALIZER_BRACES/@EntryValue" value="END_OF_LINE_NO_SPACE" type="string" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_STYLE/@EntryValue" value="Space" type="string" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_SIZE/@EntryValue" value="4" type="int" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/CONTINUOUS_LINE_INDENT/@EntryValue" value="Double" type="string" />
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TAB_WIDTH/@EntryValue" value="4" type="int" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppSmartPointerVsMakeFunction/@EntryIndexedValue" value="SUGGESTION" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppCStyleCast/@EntryIndexedValue" value="SUGGESTION" type="string" />
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<option name="/Default/CodeInspection/Highlighting/InspectionSeverities/=CppFunctionalStyleCast/@EntryIndexedValue" value="SUGGESTION" type="string" />
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empty
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@ -1 +0,0 @@
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4
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BIN
cmake-build-debug-mingw/Prog3B.exe
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BIN
cmake-build-debug-mingw/Prog3B.exe
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@ -1,3 +1,3 @@
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Start testing: Nov 03 17:09 Mitteleuropäische Zeit
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Start testing: Nov 04 08:32 Mitteleuropäische Zeit
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----------------------------------------------------------
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End testing: Nov 03 17:09 Mitteleuropäische Zeit
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End testing: Nov 04 08:32 Mitteleuropäische Zeit
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@ -44,11 +44,11 @@ void gamecube::Draw() const
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rlPushMatrix();
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// Matrizen für Rotation und Translation erzeugen
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auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_b = gameMatrix::rot3D(rotation, 'y');
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auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
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auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
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// Matrizen multiplizieren (Translation * Rotation)
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auto model = gameMatrix::matmul(matrix_a, matrix_b);
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auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
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// transform for raylib matrix
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float f[16];
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#include "gamematrix.h"
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namespace Matrix3D {
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class gameMatrix {
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public:
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using namespace Matrix3D;
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///
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/// @param matrix1 - First matrix
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/// @param matrix2 - Second matrix
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/// @return Returns the multiplication of matrix 1 and matrix 2.
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static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& matrix1,
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std::array<std::array<double,4>,4> gameMatrix::matmul(const std::array<std::array<double,4>,4>& matrix1,
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const std::array<std::array<double,4>,4>& matrix2) {
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std::array<std::array<double,4>,4> matrix3 = {};
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@ -33,7 +32,7 @@ namespace Matrix3D {
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/// @param angle_deg Rotation angle
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/// @param axis Rotation axis (x, y, z)
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/// @return Returns a rotation matrix based on a given angle and axis.
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static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis) {
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std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis) {
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if (axis != 'x' && axis != 'y' && axis != 'z') {
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throw std::invalid_argument("Invalid axis");
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};
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@ -79,10 +78,10 @@ namespace Matrix3D {
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///
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/// @param pos 3 point vector (x, y, z)
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/// @return Returns a 4x4 translation matrix base on a given vector.
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static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos) {
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std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double, 3>& pos) {
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std::array<std::array<double,4>,4> transMatrix = {{{1, 0, 0, pos[0]}, {0, 1, 0, pos[1]}, {0, 0, 1, pos[2]}, {0, 0, 0, 1}}};
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return transMatrix;
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};
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};
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};
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#include <stdexcept>
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#include <cmath>
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namespace Matrix3D {
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class gameMatrix
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{
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public:
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struct Vec3 {double x,y,z;};
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std::array<std::array<double,4>,4> Mat4 {};
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};
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}
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