test.cpp aktualisiert
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includes/gamematrix.cpp
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150
includes/gamematrix.cpp
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//
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// Created by kris- on 03.11.2025.
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//
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#include <iostream>
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#include "gamematrix.h"
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// Matrixmultiplikation
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// Rotationsmatrix um Achse x/y/z
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static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
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// Verschiebung
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static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
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//Matrixmultiplikation-Funktion
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std::array<std::array<double,4>,4> gameMatrix::matmul(
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const std::array<std::array<double,4>,4>& A,
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const std::array<std::array<double,4>,4>& B)
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{ //Matrix-Mathematik (Matrix C = A*B)
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std::array<std::array<double,4>,4> C{};
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for (int i = 0; i < 4; ++i)
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for (int j = 0; j < 4; ++j)
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for (int k = 0; k < 4; ++k)
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C[i][j] += A[i][k] * B[k][j];
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return C;
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}
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//Rotation 3D
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std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis) {
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double rad = angle_deg * M_PI / 180.0;
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//Mathematik-Rotation
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std::array<std::array<double,4>,4> R{};
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for (int i = 0; i < 4; ++i)
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R[i][i] = 1.0;
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if (axis == 'x' || axis == 'X') {
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R[1][1] = cos(rad);
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R[1][2] = -sin(rad);
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R[2][1] = sin(rad);
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R[2][2] = cos(rad);
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} else if (axis == 'y' || axis == 'Y') {
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R[0][0] = cos(rad);
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R[0][2] = sin(rad);
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R[2][0] = -sin(rad);
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R[2][2] = cos(rad);
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} else if (axis == 'z' || axis == 'Z') {
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R[0][0] = cos(rad);
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R[0][1] = -sin(rad);
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R[1][0] = sin(rad);
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R[1][1] = cos(rad);
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}
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return R;
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}
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//Translation
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std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& pos) {
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std::array<std::array<double,4>,4> T{};
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for (int i = 0; i < 4; ++i)
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T[i][i] = 1.0; // Identitätsmatrix
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T[0][3] = pos[0]; // x-Verschiebung
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T[1][3] = pos[1]; // y-Verschiebung
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T[2][3] = pos[2]; // z-Verschiebung
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return T;
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}
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int main()
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{
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// Part Matrix
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std::array<std::array<double,4>,4> A{};
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std::array<std::array<double,4>,4> B{};
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std::cout << "Gib die Werte für Matrix A (4x4) ein:\n";
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for (int i = 0; i < 4; ++i)
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for (int j = 0; j < 4; ++j) {
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std::cout << "A[" << i << "][" << j << "] = ";
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std::cin >> A[i][j];
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}
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std::cout << "\nGib die Werte für Matrix B (4x4) ein:\n";
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for (int i = 0; i < 4; ++i)
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for (int j = 0; j < 4; ++j) {
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std::cout << "B[" << i << "][" << j << "] = ";
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std::cin >> B[i][j];
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}
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std::array<std::array<double,4>,4> C = gameMatrix::matmul(A, B);
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std::cout << "\nErgebnis der Matrixmultiplikation (C = A * B):\n";
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j)
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std::cout << C[i][j] << "\t";
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std::cout << "\n";
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}
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//Ende Matrix
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// Rotation
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double angle;
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char axis;
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std::cout << "\nGib einen Rotationswinkel in Grad ein: ";
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std::cin >> angle;
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std::cout << "Gib die Rotationsachse (x/y/z) ein: ";
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std::cin >> axis;
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std::array<std::array<double,4>,4> R = gameMatrix::rot3D(angle, axis);
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std::cout << "\nRotationsmatrix R:\n";
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j)
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std::cout << R[i][j] << "\t";
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std::cout << "\n";
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}
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// Translation
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std::array<double,3> pos;
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std::cout << "\nGib die Translation (x y z) ein: ";
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std::cin >> pos[0] >> pos[1] >> pos[2];
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std::array<std::array<double,4>,4> T = gameMatrix::translate(pos);
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std::cout << "\nTranslationsmatrix T:\n";
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j)
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std::cout << T[i][j] << "\t";
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std::cout << "\n";
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}
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return 0;
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}
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19
src/gamematrix.h
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19
src/gamematrix.h
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#pragma once
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#include <vector>
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#include <array>
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#include <stdexcept>
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#include <cmath>
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class gameMatrix
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{
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public:
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// Matrix Multiplikation
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static std::array<std::array<double,4>,4> matmul(const std::array<std::array<double,4>,4>& A,
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const std::array<std::array<double,4>,4>& B);
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// Rotationsmatrix um Achse x/y/z
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static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
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// Verschiebung
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static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
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};
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