7 Commits
7 changed files with 172 additions and 88 deletions
+2
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@@ -0,0 +1,2 @@
.DS_Store
.idea/
+62 -15
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@@ -1,23 +1,70 @@
cmake_minimum_required(VERSION 3.15)
cmake_minimum_required(VERSION 3.16)
project(Prog3B)
set(CMAKE_CXX_STANDARD 17)
# === Basis-Konfiguration ===
set(EXECUTABLE_NAME Prog3B)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
include(FetchContent)
# Default-Build-Type (falls nicht angegeben)
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
# === Quell- und Header-Dateien ===
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}/mac_arm
${CMAKE_CURRENT_LIST_DIR}/raylib
)
target_include_directories(Prog3B PRIVATE .)
target_link_libraries(Prog3B raylib)
# === Betriebssystem automatisch erkennen ===
if(WIN32)
set(OS_DIR "windows")
elseif(APPLE)
# Prüfen, ob ARM oder x86
execute_process(
COMMAND uname -m
OUTPUT_VARIABLE ARCH
OUTPUT_STRIP_TRAILING_WHITESPACE
)
if(ARCH STREQUAL "arm64")
set(OS_DIR "mac_arm")
else()
set(OS_DIR "mac_x86")
endif()
elseif(UNIX)
set(OS_DIR "linux")
else()
message(FATAL_ERROR "Unbekanntes Betriebssystem!")
endif()
# === Executable erstellen ===
add_executable(${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
${CMAKE_CURRENT_LIST_DIR}/${OS_DIR}/libraylib.a
)
# Windows: zusätzliche Systemlib
if(WIN32)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE winmm)
endif()
# macOS: Frameworks
if(APPLE)
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
"-framework IOKit"
"-framework Cocoa"
"-framework OpenGL"
)
endif()
+74
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@@ -0,0 +1,74 @@
========================================================
Projekt: gamematrix (C++ Library)
Rolle: Tester
Datei: tests.txt
Datum: ____________________
Team: ____________________
========================================================
# ----------------------------
# 1. Testplan Übersicht
# ----------------------------
Ziel: Überprüfung der Funktionen matmul(), translate(), rot3D().
Hinweise:
- Numerik: Vergleiche mit EPS = 1e-6
- Winkelmaß: rot3D erwartet Grad (90/180/270). (Anpassen, falls Implementierung Radiant nutzt.)
- Homogene Koordinate: Beim Anwenden von Mat4 auf Vec3 gilt w = 1.
| Funktion | Testfall | Eingabe / Setup | Erwartetes Ergebnis / Prüfung | Bemerkung |
|---------------|-----------------------------------|----------------------------------------------------------------------------------|-------------------------------------------------------------|------------------------------------|
| matmul | Identity * Identity | A = I4, B = I4 | C = I4 | Basisfall |
| 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 |
| matmul | Assoziativität (Stichprobe) | Zufällige A,B,C (kleine Ganzzahlen) | (A*B)*C ≈ A*(B*C) | Numerisch mit EPS |
| matmul | Nicht-Kommutativität | A = rotZ(90), B = rotX(90) | A*B ≠ B*A | Beispiel |
| 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 |
| translate | Anwendung auf Vektor | v = (4,5,6), T = translate(1,2,3) | T·(v,1) → (5,7,9) | Homogene 1 beachten |
| rot3D | Rotation Z 90° | v = (1,0,0), Rz = rot3D(90,'z') | Rz·v → (0,1,0) | Rechtshändiges System |
| rot3D | Rotation X 180° | v = (0,1,0), Rx = rot3D(180,'x') | Rx·v → (0,-1,0) | |
| rot3D | Rotation Y 270° (Korrektur) | v = (1,0,0), Ry = rot3D(270,'y') | Ry·v → (0,0,1) | Vorher war -1: korrigiert |
| rot3D | Inverse | R = rot3D(θ,axis) | R * rot3D(-θ,axis) ≈ I4 | Für θ ∈ {30, 90} testen |
| 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 |
# ----------------------------
# 2. Testdaten / Matrizen
# ----------------------------
- Identity I4 = diag(1,1,1,1)
- Beispielmatrizen für matmul:
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]]
Erwartetes C = A*B =
[[1,2,5,0],
[0,1,3,0],
[0,0,1,4],
[0,0,0,1]]
- Translation t = (1,2,3) ⇒
T = [[1,0,0,1],
[0,1,0,2],
[0,0,1,3],
[0,0,0,1]]
- Beispielvektoren:
v1=(1,0,0), v2=(0,1,0), v3=(4,5,6)
# ----------------------------
# 3. Abnahmekriterien
# ----------------------------
- Alle Unit-Tests erfolgreich (keine Abweichung > EPS)
- Einheitliches Winkelmaß eingehalten (Grad oder Radiant, dokumentiert)
- Keine Exceptions außer gewollt (z. B. ungültige Achse löst definierte Exception aus)
- Testbericht (Eingaben, erwartetes Ergebnis, Ist-Ergebnis, Status, Bemerkung) vollständig
========================================================
Hinweis:
- Diese Datei wird vom Tester gepflegt.
- Tester dokumentiert Input, Output, erwartetes Ergebnis und Erfolg/Fehler.
========================================================
+8 -5
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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; }
+5 -10
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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;
};
};
-43
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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}
}};
}
+21 -15
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@@ -1,22 +1,28 @@
#include <iostream>
#include <cmath>
#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";
bool approx(double a, double b, double eps = 1e-6) {
return std::fabs(a - b) < eps;
}
int main() {
test_rotation_z();
test_translate();
int failed = 0;
// Beispiel-Test: Rotation um Z 90°
std::array<double,3> v = {1,0,0};
auto Rz = rot3D(90, 'z'); // ggf. Namespace anpassen
auto result = apply(Rz, v);
if (!approx(result[0], 0.0) || !approx(result[1], 1.0)) {
std::cout << "Test rot3D(Z,90) failed!\n";
failed++;
}
// Ausgabe
if (failed == 0)
std::cout << "ALL TESTS PASSED ✅\n";
else
std::cout << failed << " TEST(S) FAILED ❌\n";
return failed;
}