This commit is contained in:
Niklumm 2025-11-17 16:03:54 +01:00
commit 9873b963fa
13 changed files with 484 additions and 198 deletions

3
.gitignore vendored
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cmake-build-debug/
cmake-build-debug-mingw/
.idea/
cmake-build-debug-mingw/

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<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CIDR" type="CPP_MODULE" version="4" />
<module classpath="CMake" type="CPP_MODULE" version="4" />

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@ -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)

View File

@ -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

View File

@ -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];

View File

@ -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;
};

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@ -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);
class gameMatrix
{
public:
// Matrix Multiplikation
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);
// 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 {};
};
}
// Verschiebung
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
};

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@ -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);

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@ -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;
}

BIN
tests.exe

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