Author SHA1 Message Date
Niklumm 9e5719f8f0 working flexible cube count 2025-11-23 13:31:24 +01:00
Legaeli f0a7363497 fuck your idea 2025-11-18 09:01:46 +01:00
Niklumm edb628f7ba idea changed 2025-11-18 08:58:36 +01:00
Legaeli 4ea94f1917 Test fix. Alles klappt (hoffentlich) 2025-11-18 08:53:50 +01:00
Niklumm d06404f865 FInal ohne .idea im git ignore
Test weil es chris fickt
2025-11-18 08:48:40 +01:00
Niklumm 79f97d6121 FINALFINALFINAL
es klappt nicht anfassen
2025-11-18 08:47:23 +01:00
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@@ -15,6 +15,8 @@ endif()
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${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp ${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
${CMAKE_CURRENT_LIST_DIR}/gamematrix.cpp
${CMAKE_CURRENT_LIST_DIR}/createCube.cpp
) )
set(INCLUDE_DIRS set(INCLUDE_DIRS
@@ -50,7 +52,6 @@ target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
# === Bibliotheken verlinken === # === Bibliotheken verlinken ===
target_link_libraries(${EXECUTABLE_NAME} PRIVATE target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/${OS_DIR}/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/${OS_DIR}/libraylib.a ${CMAKE_CURRENT_LIST_DIR}/${OS_DIR}/libraylib.a
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+71
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@@ -0,0 +1,71 @@
#include "createCube.h"
#include <iostream>
std::vector<Vec3> createCubes(int pairs)
{
//zwei bis zehn paare
if (pairs >10 || pairs <= 1)
{
// 6 Karten-Positionen im 3x2 Raster
return {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}}; // Default field
}
std::vector<int> fieldSize = calculateFieldSize(pairs);
std::vector<Vec3> cubePositions;
//std::cout<<(fieldSize[0])<<std::endl;
//std::cout<<(fieldSize[1]) <<std::endl;
int start_x = (fieldSize[0]/2) * -2;
int start_y = (fieldSize[1]/2) * -2;
for (int i = 0; i < fieldSize[0]; i++)
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for (int j = 0; j < fieldSize[1]; j++)
{
cubePositions.push_back(Vec3(start_x + 2*i, 0, start_y + 2*j));
}
}
return cubePositions;
};
std::vector<int> calculateFieldSize(int pairs)
{
std::vector<int> best_field = {pairs, 2};
int cube_count = pairs *2;
int test_count = 3;
while (test_count < pairs)
{
for (int i = 3; i < pairs; i++)
{
if (test_count * i == cube_count && test_count + i < best_field[0] + best_field[1])
{
best_field[1] = test_count;
best_field[0] = i;
}
}
test_count++;
}
return best_field;
};
std::vector<Color> getColors(int pairs)
{
if (pairs >10) pairs = 10;
std::vector<Color> returnColors;
Color colors[] = {
{230, 25, 75, 255}, // Red
{60, 180, 75, 255}, // Green
{0, 130, 200, 255}, // Blue
{245, 130, 48, 255}, // Orange
{145, 30, 180, 255}, // Purple
{255, 225, 25, 255}, // Yellow
{70, 240, 240, 255}, // Cyan
{240, 50, 230, 255}, // Magenta
{210, 245, 60, 255}, // Lime
{250, 190, 190, 255} // Pink
};
for (int i = 0; i < pairs; i++)
{
returnColors.push_back(colors[i]);
}
std::cout << returnColors.size() << std::endl;
return returnColors;
};
+11
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@@ -0,0 +1,11 @@
#pragma once
#include "gamecube.h"
std::vector<Vec3> createCubes(int pairs);
std::vector<Color> getColors(int pairs);
std::vector<int> calculateFieldSize(int pairs);
+3 -3
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@@ -44,11 +44,11 @@ void gamecube::Draw() const
rlPushMatrix(); rlPushMatrix();
// Matrizen für Rotation und Translation erzeugen // Matrizen für Rotation und Translation erzeugen
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z}); auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
auto matrix_b = gameMatrix::rot3D(rotation, 'y'); auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
// Matrizen multiplizieren (Translation * Rotation) // Matrizen multiplizieren (Translation * Rotation)
auto model = gameMatrix::matmul(matrix_a, matrix_b); auto model = Matrix3D::gameMatrix::matmul(matrix_a, matrix_b);
// transform for raylib matrix // transform for raylib matrix
float f[16]; float f[16];
+87
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@@ -0,0 +1,87 @@
#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;
};
+9 -2
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@@ -4,16 +4,23 @@
#include <stdexcept> #include <stdexcept>
#include <cmath> #include <cmath>
namespace Matrix3D {
class gameMatrix class gameMatrix
{ {
public: public:
// Matrix Multiplikation // Matrix Multiplikation
static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& A, 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>& B); const std::array<std::array<double,4>,4>& matrix2);
// Rotationsmatrix um Achse x/y/z // Rotationsmatrix um Achse x/y/z
static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis); static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
// Verschiebung // Verschiebung
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos); 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 {};
}; };
}
+8 -6
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@@ -1,4 +1,5 @@
#include "gamecube.h" #include "gamecube.h"
#include "createCube.h"
#include <algorithm> #include <algorithm>
#include <ctime> #include <ctime>
@@ -17,21 +18,22 @@ int main()
SetTargetFPS(60); SetTargetFPS(60);
Camera3D camera{}; Camera3D camera{};
camera.position = {6.0f, 6.0f, 6.0f}; camera.position = {8.0f, 8.5f, 8.0f};
camera.target = {0.0f, 0.0f, 0.0f}; camera.target = {0.0f, 0.0f, 0.0f};
camera.up = {0.0f, 1.0f, 0.0f}; camera.up = {0.0f, 1.0f, 0.0f};
camera.fovy = 45.0f; camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE;
int cubePairs = 3; //Cube count => 2*cubePairs
std::vector<Vec3> positions =createCubes(cubePairs);
// Nur 3 Farben für 3 Paare // Nur 3 Farben für 3 Paare
Color colors[] = { RED, GREEN, BLUE }; std::vector<Color> colors= getColors(cubePairs);
// 6 Karten-Positionen im 3x2 Raster
std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
// Farben doppelt in einen Pool legen und mischen // Farben doppelt in einen Pool legen und mischen
std::vector<Color> colorPool; std::vector<Color> colorPool;
for (int i = 0; i < 3; i++) for (int i = 0; i < cubePairs; i++)
{ {
colorPool.push_back(colors[i]); colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]); colorPool.push_back(colors[i]);
@@ -46,7 +48,7 @@ int main()
// Karten/Würfel erstellen // Karten/Würfel erstellen
std::vector<gamecube> cubes; std::vector<gamecube> cubes;
for (int i = 0; i < 6; i++) for (int i = 0; i < cubePairs*2; i++)
cubes.emplace_back(positions[i], colorPool[i]); cubes.emplace_back(positions[i], colorPool[i]);
gamecube* first = nullptr; gamecube* first = nullptr;
+4 -4
View File
@@ -1,7 +1,7 @@
#include <cassert> #include <cassert>
#include <cmath> #include <cmath>
#include <iostream> #include <iostream>
#include "gamematrix.h" #include "gamematrix.cpp"
void test_matmul_basic() { void test_matmul_basic() {
std::array<std::array<double,4>,4> A = {{ std::array<std::array<double,4>,4> A = {{
@@ -18,7 +18,7 @@ void test_matmul_basic() {
{7, 7, 7, 7} {7, 7, 7, 7}
}}; }};
auto C = gameMatrix::matmul(A, B); auto C = Matrix3D::gameMatrix::matmul(A, B);
assert(C[0][0] == 2); assert(C[0][0] == 2);
assert(C[0][1] == 3); assert(C[0][1] == 3);
@@ -29,7 +29,7 @@ void test_matmul_basic() {
void test_translate_basic() { void test_translate_basic() {
std::array<double, 3> pos = {3, -2, 8}; std::array<double, 3> pos = {3, -2, 8};
auto T = gameMatrix::translate(pos); auto T = Matrix3D::gameMatrix::translate(pos);
assert(T[0][3] == 3); assert(T[0][3] == 3);
assert(T[1][3] == -2); assert(T[1][3] == -2);
@@ -37,7 +37,7 @@ void test_translate_basic() {
} }
void test_rot3D_basic() { void test_rot3D_basic() {
auto R = gameMatrix::rot3D(90, 'x'); auto R = Matrix3D::gameMatrix::rot3D(90, 'x');
// cos(90°) ≈ 0, sin(90°) ≈ 1 // cos(90°) ≈ 0, sin(90°) ≈ 1
assert(std::abs(R[1][1]) < 1e-6); assert(std::abs(R[1][1]) < 1e-6);
assert(std::abs(R[1][2] + 1.0) < 1e-6); assert(std::abs(R[1][2] + 1.0) < 1e-6);