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@@ -0,0 +1,2 @@
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.DS_Store
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.idea/
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+14
-1
@@ -3,6 +3,9 @@ project(Prog3B)
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set(CMAKE_CXX_STANDARD 17)
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# WICHTIG: wegen raylib + neuer CMake-Version
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set(CMAKE_POLICY_VERSION_MINIMUM 3.5)
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include(FetchContent)
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FetchContent_Declare(
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@@ -20,4 +23,14 @@ add_executable(Prog3B
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)
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target_include_directories(Prog3B PRIVATE .)
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target_link_libraries(Prog3B raylib)
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target_link_libraries(Prog3B raylib)
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# macOS-Frameworks nicht vergessen:
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if(APPLE)
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target_link_libraries(Prog3B
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"-framework Cocoa"
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"-framework IOKit"
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"-framework CoreVideo"
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"-framework OpenGL"
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)
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endif()
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@@ -0,0 +1,74 @@
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========================================================
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Projekt: gamematrix (C++ Library)
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Rolle: Tester
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Datei: tests.txt
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Datum: ____________________
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Team: ____________________
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========================================================
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# ----------------------------
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# 1. Testplan Übersicht
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# ----------------------------
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Ziel: Überprüfung der Funktionen matmul(), translate(), rot3D().
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Hinweise:
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- Numerik: Vergleiche mit EPS = 1e-6
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- Winkelmaß: rot3D erwartet Grad (90/180/270). (Anpassen, falls Implementierung Radiant nutzt.)
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- Homogene Koordinate: Beim Anwenden von Mat4 auf Vec3 gilt w = 1.
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| Funktion | Testfall | Eingabe / Setup | Erwartetes Ergebnis / Prüfung | Bemerkung |
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|---------------|-----------------------------------|----------------------------------------------------------------------------------|-------------------------------------------------------------|------------------------------------|
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| matmul | Identity * Identity | A = I4, B = I4 | C = I4 | Basisfall |
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| matmul | Beispielmatrizen | A = [[1,2,0,0],[0,1,3,0],[0,0,1,4],[0,0,0,1]]; B = [[1,0,5,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]] | C = A*B (per Hand gerechnet); alle Einträge ≈ erwartet | Handrechnung in Abschnitt 2 |
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| matmul | Assoziativität (Stichprobe) | Zufällige A,B,C (kleine Ganzzahlen) | (A*B)*C ≈ A*(B*C) | Numerisch mit EPS |
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| matmul | Nicht-Kommutativität | A = rotZ(90), B = rotX(90) | A*B ≠ B*A | Beispiel |
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| translate | Matrix-Struktur | t = (1,2,3) | T = [[1,0,0,1],[0,1,0,2],[0,0,1,3],[0,0,0,1]] | Letzte Spalte ist Translation |
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| translate | Anwendung auf Vektor | v = (4,5,6), T = translate(1,2,3) | T·(v,1) → (5,7,9) | Homogene 1 beachten |
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| rot3D | Rotation Z 90° | v = (1,0,0), Rz = rot3D(90,'z') | Rz·v → (0,1,0) | Rechtshändiges System |
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| rot3D | Rotation X 180° | v = (0,1,0), Rx = rot3D(180,'x') | Rx·v → (0,-1,0) | |
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| rot3D | Rotation Y 270° (Korrektur) | v = (1,0,0), Ry = rot3D(270,'y') | Ry·v → (0,0,1) | Vorher war -1: korrigiert |
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| rot3D | Inverse | R = rot3D(θ,axis) | R * rot3D(-θ,axis) ≈ I4 | Für θ ∈ {30, 90} testen |
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| rot3D+trans | Reihenfolge-Effekt | Rz = rot3D(90,'z'), T = translate(1,0,0), p=(1,0,0) | Rz*T·p ≠ T*Rz·p (aber jeweils plausibles Ergebnis) | Reihenfolge wichtig |
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# ----------------------------
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# 2. Testdaten / Matrizen
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# ----------------------------
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- Identity I4 = diag(1,1,1,1)
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- Beispielmatrizen für matmul:
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A = [[1,2,0,0],
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[0,1,3,0],
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[0,0,1,4],
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[0,0,0,1]]
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B = [[1,0,5,0],
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[0,1,0,0],
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[0,0,1,0],
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[0,0,0,1]]
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Erwartetes C = A*B =
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[[1,2,5,0],
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[0,1,3,0],
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[0,0,1,4],
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[0,0,0,1]]
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- Translation t = (1,2,3) ⇒
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T = [[1,0,0,1],
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[0,1,0,2],
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[0,0,1,3],
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[0,0,0,1]]
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- Beispielvektoren:
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v1=(1,0,0), v2=(0,1,0), v3=(4,5,6)
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# ----------------------------
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# 3. Abnahmekriterien
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# ----------------------------
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- Alle Unit-Tests erfolgreich (keine Abweichung > EPS)
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- Einheitliches Winkelmaß eingehalten (Grad oder Radiant, dokumentiert)
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- Keine Exceptions außer gewollt (z. B. ungültige Achse löst definierte Exception aus)
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- Testbericht (Eingaben, erwartetes Ergebnis, Ist-Ergebnis, Status, Bemerkung) vollständig
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========================================================
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Hinweis:
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- Diese Datei wird vom Tester gepflegt.
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- Tester dokumentiert Input, Output, erwartetes Ergebnis und Erfolg/Fehler.
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========================================================
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@@ -1,22 +1,28 @@
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#include <iostream>
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#include <cmath>
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#include "gamematrix.h"
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using namespace Matrix3D;
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void test_rotation_z() {
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Vec3 v{1,0,0};
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auto R = rot3D(90,'z');
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Vec3 res = apply(R,v);
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std::cout << "Rotate Z 90° -> (" << res.x << "," << res.y << "," << res.z << ")\n";
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}
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void test_translate() {
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Vec3 v{0,0,0};
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auto T = translate({1,2,3});
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Vec3 res = apply(T,v);
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std::cout << "Translate -> (" << res.x << "," << res.y << "," << res.z << ")\n";
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bool approx(double a, double b, double eps = 1e-6) {
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return std::fabs(a - b) < eps;
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}
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int main() {
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test_rotation_z();
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test_translate();
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int failed = 0;
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// Beispiel-Test: Rotation um Z 90°
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std::array<double,3> v = {1,0,0};
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auto Rz = rot3D(90, 'z'); // ggf. Namespace anpassen
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auto result = apply(Rz, v);
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if (!approx(result[0], 0.0) || !approx(result[1], 1.0)) {
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std::cout << "Test rot3D(Z,90) failed!\n";
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failed++;
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}
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// Ausgabe
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if (failed == 0)
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std::cout << "ALL TESTS PASSED ✅\n";
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else
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std::cout << failed << " TEST(S) FAILED ❌\n";
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return failed;
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}
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Reference in New Issue
Block a user