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No commits in common. "979a7b61798f6a2e7b85bceafebb77e6a8b7aa8d" and "d9e5da49f23218d2faf11185d834bab00d56d6f3" have entirely different histories.

5 changed files with 44 additions and 95 deletions

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@ -1,23 +1,39 @@
cmake_minimum_required(VERSION 3.15)
cmake_minimum_required(VERSION 3.28)
project(Prog3B)
set(EXECUTABLE_NAME Prog3B)
set(OS_NAME windows)
set(CMAKE_CXX_STANDARD 17)
# Generate compile_commands.json
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_CXX_STANDARD 20)
include(FetchContent)
# Set the default build type if not specified
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif()
FetchContent_Declare(
raylib
GIT_REPOSITORY https://github.com/raysan5/raylib.git
GIT_TAG 5.0
set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/main.cpp
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
)
FetchContent_MakeAvailable(raylib)
add_executable(Prog3B
main.cpp
gamecube.cpp
gamematrix.cpp
set(INCLUDE_DIRS
${CMAKE_CURRENT_LIST_DIR}/linux
)
target_include_directories(Prog3B PRIVATE .)
target_link_libraries(Prog3B raylib)
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/${OS_NAME}/libraylib.a
)
if (WIN32)
target_link_libraries(Prog3B PRIVATE winmm)
endif()
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
if (APPLE)
target_link_libraries(Prog3B "-framework IOKit")
target_link_libraries(Prog3B "-framework Cocoa")
target_link_libraries(Prog3B "-framework OpenGL")
endif()

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@ -27,8 +27,8 @@ void gamecube::Update(float flipSpeed)
}
}
void gamecube::FlipForward() { flippingForward = true; }
void gamecube::FlipBackward() { flippingBackward = true; }
void gamecube::FlipForward() { flippingForward = true; }
void gamecube::FlipBackward() { flippingBackward = true; }
bool gamecube::IsFlipped() const { return flipped; }
bool gamecube::IsMatched() const { return matched; }
@ -38,15 +38,18 @@ 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');
// Matrizen multiplizieren (Translation * Rotation)
auto model = gameMatrix::matmul(matrix_a, matrix_b);
// transform for raylib matrix
float f[16];
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
f[j * 4 + i] = model[i][j];
rlMultMatrixf(f);
if (rotation < 90.0f)
@ -59,5 +62,5 @@ void gamecube::Draw() const
rlPopMatrix();
}
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }

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@ -3,24 +3,22 @@
#include "raylib.h"
#include <rlgl.h>
struct Vec3 {
struct Vec3
{
float x, y, z;
};
class gamecube {
class gamecube
{
public:
gamecube(const Vec3 &pos, Color col);
void Update(float flipSpeed);
void FlipForward();
void FlipBackward();
bool IsFlipped() const;
bool IsMatched() const;
void SetMatched(bool m);
void Draw() const;
Vec3 GetPosition() const;
float GetRotationY() const;
Color GetColor() const { return color; }
@ -28,12 +26,9 @@ public:
private:
Vec3 position;
Color color;
bool flipped = false;
bool matched = false;
bool flippingForward = false;
bool flippingBackward = false;
float rotation = 0.0f;
};
};

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@ -1,43 +0,0 @@
#include "gamematrix.h"
std::array<std::array<double,4>,4> gameMatrix::matmul(
const std::array<std::array<double,4>,4>& A,
const std::array<std::array<double,4>,4>& B)
{
std::array<std::array<double,4>,4> R = {};
for(int i=0;i<4;i++)
for(int j=0;j<4;j++)
for(int k=0;k<4;k++)
R[i][j] += A[i][k] * B[k][j];
return R;
}
std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis)
{
double a = angle_deg * M_PI / 180.0;
double c = cos(a);
double s = sin(a);
std::array<std::array<double,4>,4> M = {0};
M[3][3] = 1;
M[axis == 'x'][axis == 'y'] = 1; // init identity axis
if(axis == 'x') M = {{{1,0,0,0},{0,c,-s,0},{0,s,c,0},{0,0,0,1}}};
if(axis == 'y') M = {{{c,0,s,0},{0,1,0,0},{-s,0,c,0},{0,0,0,1}}};
if(axis == 'z') M = {{{c,-s,0,0},{s,c,0,0},{0,0,1,0},{0,0,0,1}}};
return M;
}
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& p)
{
return {{
{1,0,0,p[0]},
{0,1,0,p[1]},
{0,0,1,p[2]},
{0,0,0,1}
}};
}

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@ -1,22 +0,0 @@
#include <iostream>
#include "gamematrix.h"
using namespace Matrix3D;
void test_rotation_z() {
Vec3 v{1,0,0};
auto R = rot3D(90,'z');
Vec3 res = apply(R,v);
std::cout << "Rotate Z 90° -> (" << res.x << "," << res.y << "," << res.z << ")\n";
}
void test_translate() {
Vec3 v{0,0,0};
auto T = translate({1,2,3});
Vec3 res = apply(T,v);
std::cout << "Translate -> (" << res.x << "," << res.y << "," << res.z << ")\n";
}
int main() {
test_rotation_z();
test_translate();
}