Merge branch 'main' of https://git.efi.th-nuernberg.de/gitea/guballaro99746/Stone_Development
This commit is contained in:
commit
9873b963fa
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cmake-build-debug/
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cmake-build-debug-mingw/
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.idea/
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@ -1,2 +1,2 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<module classpath="CIDR" type="CPP_MODULE" version="4" />
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<module classpath="CMake" type="CPP_MODULE" version="4" />
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||||
</method>
|
||||
</configuration>
|
||||
<configuration name="Prog3B_tests" type="CMakeRunConfiguration" factoryName="Application" REDIRECT_INPUT="false" ELEVATE="false" USE_EXTERNAL_CONSOLE="false" EMULATE_TERMINAL="false" PASS_PARENT_ENVS_2="true" PROJECT_NAME="Prog3B" TARGET_NAME="Prog3B_tests" CONFIG_NAME="Debug-MinGW" RUN_TARGET_PROJECT_NAME="Prog3B" RUN_TARGET_NAME="Prog3B_tests">
|
||||
<method v="2">
|
||||
<option name="com.jetbrains.cidr.execution.CidrBuildBeforeRunTaskProvider$BuildBeforeRunTask" enabled="true" />
|
||||
</method>
|
||||
</configuration>
|
||||
<list>
|
||||
<item itemvalue="CMake Application.Prog3B" />
|
||||
<item itemvalue="CMake Application.Prog3B_tests" />
|
||||
</list>
|
||||
</component>
|
||||
<component name="SpellCheckerSettings" RuntimeDictionaries="0" Folders="0" CustomDictionaries="0" DefaultDictionary="application-level" UseSingleDictionary="true" transferred="true" />
|
||||
<component name="TaskManager">
|
||||
<task active="true" id="Default" summary="Default task">
|
||||
<changelist id="e1b17018-ef5c-443f-8959-8b1378194905" name="Changes" comment="" />
|
||||
<created>1762176441912</created>
|
||||
<option name="number" value="Default" />
|
||||
<option name="presentableId" value="Default" />
|
||||
<updated>1762176441912</updated>
|
||||
<workItem from="1762176443926" duration="3810000" />
|
||||
<workItem from="1762783055261" duration="74000" />
|
||||
<workItem from="1763367345575" duration="665000" />
|
||||
<workItem from="1763368121506" duration="692000" />
|
||||
<workItem from="1763385066418" duration="421000" />
|
||||
<workItem from="1763385896177" duration="1973000" />
|
||||
</task>
|
||||
<servers />
|
||||
</component>
|
||||
<component name="TypeScriptGeneratedFilesManager">
|
||||
<option name="version" value="3" />
|
||||
</component>
|
||||
<component name="VCPKGProject">
|
||||
<isAutomaticCheckingOnLaunch value="false" />
|
||||
<isAutomaticFoundErrors value="true" />
|
||||
<isAutomaticReloadCMake value="true" />
|
||||
</component>
|
||||
<component name="VcsManagerConfiguration">
|
||||
<option name="LAST_COMMIT_MESSAGE" value="" />
|
||||
</component>
|
||||
</project>
|
||||
@ -15,7 +15,6 @@ endif()
|
||||
set(SRC_FILES
|
||||
${CMAKE_CURRENT_LIST_DIR}/main.cpp
|
||||
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
|
||||
tests.cpp
|
||||
)
|
||||
|
||||
set(INCLUDE_DIRS
|
||||
@ -49,8 +48,6 @@ endif()
|
||||
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
|
||||
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
|
||||
|
||||
|
||||
|
||||
# === Bibliotheken verlinken ===
|
||||
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
|
||||
${CMAKE_CURRENT_LIST_DIR}/${OS_DIR}/libgamematrix.a
|
||||
@ -71,7 +68,5 @@ if(APPLE)
|
||||
)
|
||||
endif()
|
||||
|
||||
|
||||
add_executable(Prog3B_tests tests.cpp)
|
||||
set_target_properties(Prog3B_tests PROPERTIES WIN32_EXECUTABLE OFF)
|
||||
|
||||
|
||||
75
design.txt
75
design.txt
@ -1,75 +0,0 @@
|
||||
========================================================
|
||||
Projekt: gamematrix (C++ Library)
|
||||
Rolle: Architekt
|
||||
Datei: design.txt
|
||||
Datum: 03.11
|
||||
Team: Stone_Development
|
||||
========================================================
|
||||
|
||||
# ----------------------------
|
||||
# 1. Projektstruktur / Namespace
|
||||
# ----------------------------
|
||||
Namespace: Matrix3D
|
||||
|
||||
Ziel: Saubere Trennung der Bibliothek, Vermeidung von Namenskonflikten.
|
||||
|
||||
Beispiel:
|
||||
namespace Matrix3D {
|
||||
// Funktionen, ggf Klasse(n)
|
||||
}
|
||||
|
||||
# ----------------------------
|
||||
# 2. Datenstrukturen / Klassen
|
||||
# ----------------------------
|
||||
Listen Sie die Klassen oder Structs auf, die verwendet werden:
|
||||
|
||||
| Name | Typ | Beschreibung |
|
||||
|--------|------------------------------------------|--------------|
|
||||
| Vec3 | struct Vec3 | 3D-Vektor (x, y, z) |
|
||||
| Mat4 | std::array<std::array<double,4>,4> | 4x4-Matrix (homogen) |
|
||||
| ______ | ________ | ___________________ |
|
||||
| ______ | ________ | ___________________ |
|
||||
|
||||
# ----------------------------
|
||||
# 3. Operatoren / Templates
|
||||
# ----------------------------
|
||||
Welche Operatoren oder Templates sollen definiert werden?
|
||||
|
||||
- Templates für unterschiedliche Datentypen? x Ja
|
||||
- Operatoren:
|
||||
- Mat4 * Mat4
|
||||
- Mat4 * Vec3
|
||||
|
||||
# ----------------------------
|
||||
# 4. Funktionen / Schnittstellen
|
||||
# ----------------------------
|
||||
Liste der Funktionen mit Eingabe/Ausgabe und kurzer Beschreibung:
|
||||
|
||||
| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
|
||||
|---------------|------------------------------------|-----------------------|----------------------------------------|
|
||||
| matmul | Mat4 A, Mat4 B | Mat4 | Matrixmultiplikation 4x4 |
|
||||
| translate | Vec3 pos | Mat4 | Verschiebungstransformation |
|
||||
| rot3D | double angle_deg, char axis | Mat4 | Rotation um Achse x/y/z | |
|
||||
| _____________ | __________________________________ | ____________________ | ______________________________ |
|
||||
|
||||
# ----------------------------
|
||||
# 5. Designentscheidungen / Hinweise
|
||||
# ----------------------------
|
||||
- Rückgabe der Matrizen per Wert oder Referenz? Rückgabe
|
||||
- Verwendung von std::array oder std::vector? std::array
|
||||
- Homogene Koordinaten für Translation / Rotation (4x4)? ☐ Ja
|
||||
- Weitere Designüberlegungen: ___________________________
|
||||
|
||||
# ----------------------------
|
||||
# 6. Deliverables / Milestones
|
||||
# ----------------------------
|
||||
- design.txt fertig und im Branch architect committed
|
||||
- Übergabe an Entwickler für Implementierung
|
||||
|
||||
========================================================
|
||||
Hinweis:
|
||||
- Dieses Dokument dient als Grundlage für die Implementierung.
|
||||
- Alle Designentscheidungen sollen klar nachvollziehbar sein.
|
||||
========================================================
|
||||
|
||||
test
|
||||
@ -44,11 +44,11 @@ void gamecube::Draw() const
|
||||
rlPushMatrix();
|
||||
|
||||
// Matrizen für Rotation und Translation erzeugen
|
||||
auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
|
||||
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = gameMatrix::rot3D(rotation, 'y');
|
||||
|
||||
// Matrizen multiplizieren (Translation * Rotation)
|
||||
auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
|
||||
auto model = gameMatrix::matmul(matrix_a, matrix_b);
|
||||
|
||||
// transform for raylib matrix
|
||||
float f[16];
|
||||
|
||||
@ -1,87 +0,0 @@
|
||||
#include "gamematrix.h"
|
||||
|
||||
|
||||
using namespace Matrix3D;
|
||||
|
||||
///
|
||||
/// @param matrix1 - First matrix
|
||||
/// @param matrix2 - Second matrix
|
||||
/// @return Returns the multiplication of matrix 1 and matrix 2.
|
||||
std::array<std::array<double,4>,4> gameMatrix::matmul(const std::array<std::array<double,4>,4>& matrix1,
|
||||
const std::array<std::array<double,4>,4>& matrix2) {
|
||||
|
||||
std::array<std::array<double,4>,4> matrix3 = {};
|
||||
if (matrix1[0].size() != matrix2.size()) {
|
||||
throw std::invalid_argument("Number of columns of matrix 1 must be equal to number of rows of matrix 2");
|
||||
};
|
||||
for (int i = 0; i < matrix1.size(); i++) {
|
||||
std::array<double,4> temp_array = {};
|
||||
for (int j = 0; j < matrix2[i].size(); j++) {
|
||||
double temp = 0;
|
||||
for (int k = 0; k < matrix2.size(); k++) {
|
||||
temp += matrix1[i][k] * matrix2[k][j];
|
||||
}
|
||||
temp_array[j] = temp;
|
||||
}
|
||||
matrix3[i] = temp_array;
|
||||
}
|
||||
return matrix3;
|
||||
}
|
||||
|
||||
///
|
||||
/// @param angle_deg Rotation angle
|
||||
/// @param axis Rotation axis (x, y, z)
|
||||
/// @return Returns a rotation matrix based on a given angle and axis.
|
||||
std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis) {
|
||||
if (axis != 'x' && axis != 'y' && axis != 'z') {
|
||||
throw std::invalid_argument("Invalid axis");
|
||||
};
|
||||
const auto angle_rad = angle_deg * M_PI / 180;
|
||||
std::array<std::array<double,4>,4> rotationMatrix = {};
|
||||
switch (axis) {
|
||||
case 'x': {
|
||||
std::array<std::array<double,4>,4> rMx = {{
|
||||
{1, 0, 0, 0},
|
||||
{0, cos(angle_rad), -sin(angle_rad), 0},
|
||||
{0, sin(angle_rad), cos(angle_rad), 0},
|
||||
{0, 0, 0, 1}
|
||||
}};
|
||||
rotationMatrix = rMx;
|
||||
}
|
||||
break;
|
||||
case 'y': {
|
||||
std::array<std::array<double,4>,4> rMy = {{
|
||||
{cos(angle_rad), 0, sin(angle_rad), 0},
|
||||
{0, 1, 0, 0},
|
||||
{-sin(angle_rad), 0, cos(angle_rad), 0},
|
||||
{0, 0, 0, 1}
|
||||
}};
|
||||
rotationMatrix = rMy;
|
||||
}
|
||||
break;
|
||||
|
||||
case 'z': {
|
||||
std::array<std::array<double,4>,4> rMz = {{
|
||||
{cos(angle_rad), -sin(angle_rad), 0, 0},
|
||||
{sin(angle_rad), cos(angle_rad), 0, 0},
|
||||
{0, 0, 1, 0},
|
||||
{0, 0, 0, 1}
|
||||
}};
|
||||
rotationMatrix = rMz;
|
||||
}
|
||||
break;
|
||||
}
|
||||
return rotationMatrix;
|
||||
};
|
||||
|
||||
|
||||
///
|
||||
/// @param pos 3 point vector (x, y, z)
|
||||
/// @return Returns a 4x4 translation matrix base on a given vector.
|
||||
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double, 3>& pos) {
|
||||
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}}};
|
||||
return transMatrix;
|
||||
};
|
||||
|
||||
|
||||
|
||||
11
gamematrix.h
11
gamematrix.h
@ -4,23 +4,16 @@
|
||||
#include <stdexcept>
|
||||
#include <cmath>
|
||||
|
||||
namespace Matrix3D {
|
||||
class gameMatrix
|
||||
{
|
||||
public:
|
||||
// Matrix Multiplikation
|
||||
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& matrix1,
|
||||
const std::array<std::array<double,4>,4>& matrix2);
|
||||
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& A,
|
||||
const std::array<std::array<double,4>,4>& B);
|
||||
|
||||
// Rotationsmatrix um Achse x/y/z
|
||||
static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
|
||||
|
||||
// Verschiebung
|
||||
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
|
||||
|
||||
private:
|
||||
//TODO: Was für eine Rolle spielen Vec3 und Mat4???
|
||||
struct Vec3 {double x,y,z;};
|
||||
std::array<std::array<double,4>,4> Mat4 {};
|
||||
};
|
||||
}
|
||||
1
main.cpp
1
main.cpp
@ -11,6 +11,7 @@ int main()
|
||||
//AXIOM WAR HIER
|
||||
// Zufall initialisieren
|
||||
srand(time(NULL));
|
||||
|
||||
// Fenster und Kamera
|
||||
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
|
||||
SetTargetFPS(60);
|
||||
|
||||
50
tests.cpp
50
tests.cpp
@ -1,13 +1,53 @@
|
||||
#include <array>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include "gamematrix.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
void test_matmul_basic() {
|
||||
std::array<std::array<double,4>,4> A = {{
|
||||
{1, 0, 0, 0},
|
||||
{0, 1, 0, 0},
|
||||
{0, 0, 1, 0},
|
||||
{0, 0, 0, 1}
|
||||
}};
|
||||
|
||||
std::array<std::array<double,4>,4> B = {{
|
||||
{2, 3, 4, 5},
|
||||
{1, 1, 1, 1},
|
||||
{0, 0, 0, 0},
|
||||
{7, 7, 7, 7}
|
||||
}};
|
||||
|
||||
auto C = gameMatrix::matmul(A, B);
|
||||
|
||||
assert(C[0][0] == 2);
|
||||
assert(C[0][1] == 3);
|
||||
assert(C[1][0] == 1);
|
||||
assert(C[3][3] == 7);
|
||||
}
|
||||
|
||||
bool test_matmul()
|
||||
{
|
||||
void test_translate_basic() {
|
||||
std::array<double, 3> pos = {3, -2, 8};
|
||||
|
||||
auto T = gameMatrix::translate(pos);
|
||||
|
||||
assert(T[0][3] == 3);
|
||||
assert(T[1][3] == -2);
|
||||
assert(T[2][3] == 8);
|
||||
}
|
||||
|
||||
void test_rot3D_basic() {
|
||||
auto R = gameMatrix::rot3D(90, 'x');
|
||||
// cos(90°) ≈ 0, sin(90°) ≈ 1
|
||||
assert(std::abs(R[1][1]) < 1e-6);
|
||||
assert(std::abs(R[1][2] + 1.0) < 1e-6);
|
||||
}
|
||||
|
||||
int main() {
|
||||
test_matmul_basic();
|
||||
test_translate_basic();
|
||||
test_rot3D_basic();
|
||||
|
||||
std::cout << "Test bestanden!\n";
|
||||
return 0;
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user