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9e322748dc |
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${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
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// 6 Karten-Positionen im 3x2 Raster
|
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return {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}}; // Default field
|
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}
|
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std::vector<int> fieldSize = calculateFieldSize(pairs);
|
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std::vector<Vec3> cubePositions;
|
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//std::cout<<(fieldSize[0])<<std::endl;
|
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//std::cout<<(fieldSize[1]) <<std::endl;
|
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|
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|
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|
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std::vector<int> calculateFieldSize(int pairs)
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|
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|
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int cube_count = pairs *2;
|
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|
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|
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|
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|
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best_field[0] = i;
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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;
|
||||
};
|
||||
@@ -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
@@ -44,11 +44,11 @@ void gamecube::Draw() const
|
||||
rlPushMatrix();
|
||||
|
||||
// Matrizen für Rotation und Translation erzeugen
|
||||
auto matrix_a = gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = gameMatrix::rot3D(rotation, 'y');
|
||||
auto matrix_a = Matrix3D::gameMatrix::translate({ position.x, position.y, position.z});
|
||||
auto matrix_b = Matrix3D::gameMatrix::rot3D(rotation, 'y');
|
||||
|
||||
// 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
|
||||
float f[16];
|
||||
|
||||
@@ -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;
|
||||
};
|
||||
|
||||
|
||||
|
||||
+13
-6
@@ -4,16 +4,23 @@
|
||||
#include <stdexcept>
|
||||
#include <cmath>
|
||||
|
||||
class gameMatrix
|
||||
{
|
||||
public:
|
||||
namespace Matrix3D {
|
||||
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);
|
||||
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);
|
||||
|
||||
// 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 {};
|
||||
};
|
||||
}
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "gamecube.h"
|
||||
#include "createCube.h"
|
||||
#include <algorithm>
|
||||
#include <ctime>
|
||||
|
||||
@@ -17,21 +18,22 @@ int main()
|
||||
SetTargetFPS(60);
|
||||
|
||||
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.up = {0.0f, 1.0f, 0.0f};
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
int cubePairs = 3; //Cube count => 2*cubePairs
|
||||
std::vector<Vec3> positions =createCubes(cubePairs);
|
||||
|
||||
// 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
|
||||
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]);
|
||||
@@ -46,7 +48,7 @@ int main()
|
||||
|
||||
// Karten/Würfel erstellen
|
||||
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]);
|
||||
|
||||
gamecube* first = nullptr;
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include "gamematrix.cpp"
|
||||
|
||||
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 = Matrix3D::gameMatrix::matmul(A, B);
|
||||
|
||||
assert(C[0][0] == 2);
|
||||
assert(C[0][1] == 3);
|
||||
assert(C[1][0] == 1);
|
||||
assert(C[3][3] == 7);
|
||||
}
|
||||
|
||||
void test_translate_basic() {
|
||||
std::array<double, 3> pos = {3, -2, 8};
|
||||
|
||||
auto T = Matrix3D::gameMatrix::translate(pos);
|
||||
|
||||
assert(T[0][3] == 3);
|
||||
assert(T[1][3] == -2);
|
||||
assert(T[2][3] == 8);
|
||||
}
|
||||
|
||||
void test_rot3D_basic() {
|
||||
auto R = Matrix3D::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;
|
||||
}
|
||||
@@ -0,0 +1,42 @@
|
||||
========================================================
|
||||
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.
|
||||
========================================================
|
||||
Reference in New Issue
Block a user