Author SHA1 Message Date
linkse100241 5dfa867449 Create tests.txt 2025-11-03 12:40:11 +01:00
linkse100241 368576471a Create tests.cpp 2025-11-03 12:36:07 +01:00
18 changed files with 182 additions and 1155 deletions
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# Ignore CMake build directories
cmake-build-debug/
cmake-build-release/
# General build artifacts
build/
out/
*.o
*.obj
*.log
.idea/
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<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_COLON_IN_BITFIELD_DECLARATOR/@EntryValue" value="true" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_COLON_IN_BITFIELD_DECLARATOR/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_COLON_IN_BITFIELD_DECLARATOR/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_COMMA_IN_TEMPLATE_ARGS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_COMMA_IN_TEMPLATE_PARAMS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_EXTENDS_COLON/@EntryValue" value="true" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_EXTENDS_COLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_EXTENDS_COLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_FOR_COLON/@EntryValue" value="true" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_FOR_COLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_FOR_COLON/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_FOR_SEMICOLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_DATA_MEMBER/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_DATA_MEMBER/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_DATA_MEMBERS/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_DATA_MEMBERS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_METHOD/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_PTR_IN_METHOD/@EntryValue" value="false" type="bool" />
@@ -306,6 +58,11 @@
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_DATA_MEMBER/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_DATA_MEMBER/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_DATA_MEMBERS/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_DATA_MEMBERS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_METHOD/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_REF_IN_METHOD/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_AFTER_UNARY_OPERATOR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_COLON_IN_BITFIELD_DECLARATOR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_EXTENDS_COLON/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_FOR_COLON/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_FOR_SEMICOLON/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_ABSTRACT_DECL/@EntryValue" value="true" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_ABSTRACT_DECL/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_DATA_MEMBER/@EntryValue" value="true" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_DATA_MEMBER/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_DATA_MEMBERS/@EntryValue" value="true" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_PTR_IN_DATA_MEMBERS/@EntryValue" value="true" type="bool" />
@@ -317,28 +74,29 @@
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_TEMPLATE_ARGS/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_TEMPLATE_ARGS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BEFORE_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BETWEEN_CLOSING_ANGLE_BRACKETS_IN_TEMPLATE_ARGS/@EntryValue" value="true" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_BETWEEN_CLOSING_ANGLE_BRACKETS_IN_TEMPLATE_ARGS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_ARRAY_ACCESS_BRACKETS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_TEMPLATE_ARGS/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_CAST_EXPRESSION_PARENTHESES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_DECLARATION_PARENTHESES/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_DECLARATION_PARENTHESES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_BLOCKS/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_BLOCKS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_LPAR/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_INITIALIZER_BRACES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_INVOCATION_LPAR/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_METHOD_PARENTHESES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_RPAR/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_EMPTY_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_LPAR/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_INITIALIZER_BRACES/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_DECLARATION_LPAR/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_TEMPLATE_ARGS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_RPAR/@EntryValue" value="false" type="bool" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPACE_WITHIN_TEMPLATE_PARAMS/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_ARGUMENTS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/SPECIAL_ELSE_IF_TREATMENT/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_PARAMETERS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/BREAK_TEMPLATE_DECLARATION/@EntryValue" value="LINE_BREAK" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/NAMESPACE_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/FREE_BLOCK_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INVOCABLE_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/ANONYMOUS_METHOD_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INITIALIZER_BRACES/@EntryValue" value="END_OF_LINE_NO_SPACE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_STYLE/@EntryValue" value="Space" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/INDENT_SIZE/@EntryValue" value="4" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/CONTINUOUS_LINE_INDENT/@EntryValue" value="Double" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TAB_WIDTH/@EntryValue" value="4" type="int" /> <option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TAB_WIDTH/@EntryValue" value="4" type="int" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/TYPE_DECLARATION_BRACES/@EntryValue" value="END_OF_LINE" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_BINARY_OPSIGN/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_DECLARATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_AFTER_INVOCATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_ARGUMENTS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_DECLARATION_RPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_LPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_INVOCATION_RPAR/@EntryValue" value="false" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_BEFORE_TERNARY_OPSIGNS/@EntryValue" value="true" type="bool" />
<option name="/Default/CodeStyle/CodeFormatting/CppFormatting/WRAP_PARAMETERS_STYLE/@EntryValue" value="WRAP_IF_LONG" type="string" />
<option name="/Default/CodeStyle/EditorConfig/EnableClangFormatSupport/@EntryValue" value="false" type="bool" />
</component> </component>
</project> </project>
+1
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@@ -0,0 +1 @@
hallo
+15 -49
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@@ -1,84 +1,50 @@
cmake_minimum_required(VERSION 3.28) cmake_minimum_required(VERSION 3.28)
project(Prog3B) project(Prog3B)
set(EXECUTABLE_NAME Prog3B) set(EXECUTABLE_NAME Prog3B)
# ------------------------------------------------- # Generate compile_commands.json
# Global settings
# -------------------------------------------------
set(CMAKE_EXPORT_COMPILE_COMMANDS ON) set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# -------------------------------------------------
# Main executable
# -------------------------------------------------
set(SRC_FILES set(SRC_FILES
src/main.cpp src/main.cpp
src/gamecube.cpp src/gamecube.cpp
src/gamematrix.cpp
) )
add_executable(${EXECUTABLE_NAME} ${SRC_FILES}) add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE target_include_directories(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/includes ${CMAKE_CURRENT_LIST_DIR}/includes
${CMAKE_CURRENT_LIST_DIR}/raylib ${CMAKE_CURRENT_LIST_DIR}/raylib
) )
# -------------------------------------------------
# Tests executable
# -------------------------------------------------
set(TEST_FILES
src/gamematrix.cpp
)
add_executable(tests ${TEST_FILES}) if(WIN32)
target_include_directories(tests PRIVATE
${CMAKE_CURRENT_LIST_DIR}/includes
)
# -------------------------------------------------
# Platform specific linking
# -------------------------------------------------
if (WIN32)
message(STATUS "Configuring for Windows") message(STATUS "Configuring for Windows")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a ${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
opengl32 opengl32 gdi32 winmm
gdi32
winmm
) )
elseif(APPLE)
elseif (APPLE) message(STATUS "Configuring for MacOS")
message(STATUS "Configuring for macOS")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libraylib.a ${CMAKE_CURRENT_LIST_DIR}/mac_x86/libraylib.a
"-framework IOKit"
"-framework Cocoa" "-framework Cocoa"
"-framework OpenGL" "-framework OpenGL"
"-framework IOKit"
) )
else()
else () # --- Linux ---
message(STATUS "Configuring for Linux") message(STATUS "Configuring for Linux")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a ${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
GL GL X11 m
X11
m
pthread
dl
) )
endif()
target_link_libraries(tests PRIVATE
m
)
endif ()
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+44
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@@ -0,0 +1,44 @@
@@ -1,43 +0,0 @@
========================================================
Projekt: gamematrix (C++ Library)
Rolle: Tester
Datei: tests.txt
Datum: 4.10.2025
Team: prog3b_652
========================================================
# ----------------------------
# 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.
========================================================
BIN
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+24
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@@ -0,0 +1,24 @@
Download
git Clone (link)
Download-Ordner
cd (/Pfad)
pull = ziehen/ abgleichen
Upload
git Clone (link)
git pull
fix:
(cd prog3b_652
git Status
git pull)
git Status
git add
*= alles / Dateiname sonst
-77
View File
@@ -1,77 +0,0 @@
//Ablage für ChatGPT Sachen, nicht relavant für das Projekt (Nur ein "Cloud"-Zwischenspeicher)
#include <iostream>
#include <array>
#include <string>
#include <cmath>
// Typalias für 4x4-Matrix mit double
#include "gamematrix.h"
// Matrixmultiplikation
// 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);
//Matrixmultiplikation-Funktion
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)
{ //Matrix-Mathematik (Matrix C = A*B)
std::array<std::array<double,4>,4> C{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
for (int k = 0; k < 4; ++k)
C[i][j] += A[i][k] * B[k][j];
return C;
}
// -------------------- Translationsmatrix --------------------
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& pos) {
std::array<std::array<double,4>,4> T{};
for (int i = 0; i < 4; ++i)
T[i][i] = 1.0; // Identitätsmatrix
T[0][3] = pos[0]; // x-Verschiebung
T[1][3] = pos[1]; // y-Verschiebung
T[2][3] = pos[2]; // z-Verschiebung
return T;
}
int main()
{
// Beispiel: Translation testen
std::array<double,3> pos;
std::cout << "Gib die Translation (x y z) ein: ";
std::cin >> pos[0] >> pos[1] >> pos[2];
std::array<std::array<double,4>,4> T = gameMatrix::translate(pos);
std::cout << "\nTranslationsmatrix T:\n";
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j)
std::cout << T[i][j] << "\t";
std::cout << "\n";
}
}
+1 -2
View File
@@ -31,5 +31,4 @@ private:
bool flippingForward = false; bool flippingForward = false;
bool flippingBackward = false; bool flippingBackward = false;
float rotation = 0.0f; float rotation = 0.0f;
}; };
+5 -21
View File
@@ -8,28 +8,12 @@ class gameMatrix
{ {
public: public:
// Matrix Multiplikation // Matrix Multiplikation
static std::array<std::array<double,4>,4> matmul( 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>& A, const std::array<std::array<double,4>,4>& B);
const std::array<std::array<double,4>,4>& B
);
// Rotationsmatrix um Achse x/y/z // Rotationsmatrix um Achse x/y/z
static std::array<std::array<double,4>,4> rot3D( static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
double angle_deg,
char axis
);
// Translation // Verschiebung
static std::array<std::array<double,4>,4> translate( static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
const std::array<double,3>& pos
);
}; };
enum class GameState
{
Idle, // kein Würfel offen, Eingabe erlaubt
OneFlipped, // ein Würfel offen
CheckingMatch, // zwei Würfel vollständig aufgeklappt, Vergleich läuft
LockInput // Würfel drehen gerade – Eingabe kurz blockiert
};
-147
View File
@@ -1,147 +0,0 @@
//
// Created by kris- on 03.11.2025.
//
#include <iostream>
#include "../includes/gamematrix.h"
// Matrixmultiplikation
// 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);
//Matrixmultiplikation-Funktion
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)
{ //Matrix-Mathematik (Matrix C = A*B)
std::array<std::array<double,4>,4> C{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j)
for (int k = 0; k < 4; ++k)
C[i][j] += A[i][k] * B[k][j];
return C;
}
//Rotation 3D
std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis) {
double rad = angle_deg * M_PI / 180.0;
//Mathematik-Rotation
std::array<std::array<double,4>,4> R{};
for (int i = 0; i < 4; ++i)
R[i][i] = 1.0;
if (axis == 'x' || axis == 'X') {
R[1][1] = cos(rad);
R[1][2] = -sin(rad);
R[2][1] = sin(rad);
R[2][2] = cos(rad);
} else if (axis == 'y' || axis == 'Y') {
R[0][0] = cos(rad);
R[0][2] = sin(rad);
R[2][0] = -sin(rad);
R[2][2] = cos(rad);
} else if (axis == 'z' || axis == 'Z') {
R[0][0] = cos(rad);
R[0][1] = -sin(rad);
R[1][0] = sin(rad);
R[1][1] = cos(rad);
}
return R;
}
//Translation
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double,3>& pos) {
std::array<std::array<double,4>,4> T{};
for (int i = 0; i < 4; ++i)
T[i][i] = 1.0; // Identitätsmatrix
T[0][3] = pos[0]; // x-Verschiebung
T[1][3] = pos[1]; // y-Verschiebung
T[2][3] = pos[2]; // z-Verschiebung
return T;
}
/*int main()
{
// Part Matrix
std::array<std::array<double,4>,4> A{};
std::array<std::array<double,4>,4> B{};
std::cout << "Gib die Werte für Matrix A (4x4) ein:\n";
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j) {
std::cout << "A[" << i << "][" << j << "] = ";
std::cin >> A[i][j];
}
std::cout << "\nGib die Werte für Matrix B (4x4) ein:\n";
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j) {
std::cout << "B[" << i << "][" << j << "] = ";
std::cin >> B[i][j];
}
std::array<std::array<double,4>,4> C = gameMatrix::matmul(A, B);
std::cout << "\nErgebnis der Matrixmultiplikation (C = A * B):\n";
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j)
std::cout << C[i][j] << "\t";
std::cout << "\n";
}
//Ende Matrix
// Rotation
double angle;
char axis;
std::cout << "\nGib einen Rotationswinkel in Grad ein: ";
std::cin >> angle;
std::cout << "Gib die Rotationsachse (x/y/z) ein: ";
std::cin >> axis;
std::array<std::array<double,4>,4> R = gameMatrix::rot3D(angle, axis);
std::cout << "\nRotationsmatrix R:\n";
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j)
std::cout << R[i][j] << "\t";
std::cout << "\n";
}
// Translation
std::array<double,3> pos;
std::cout << "\nGib die Translation (x y z) ein: ";
std::cin >> pos[0] >> pos[1] >> pos[2];
std::array<std::array<double,4>,4> T = gameMatrix::translate(pos);
std::cout << "\nTranslationsmatrix T:\n";
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j)
std::cout << T[i][j] << "\t";
std::cout << "\n";
}
return 0;
}*/
+32 -132
View File
@@ -1,82 +1,12 @@
#include "gamecube.h" #include "gamecube.h"
#include <algorithm> #include <algorithm>
#include <ctime> #include <ctime>
#include <iostream>
//enum game
//Ab Zeile 114 if game won
//Ab Zeile 148 checking match?
// -----------------------------------------------------------
// Initialisierung
// -----------------------------------------------------------
void innitGame(int pairCount,
std::vector<gamecube> &cubes,
std::vector<Vec3> &positions )
{
cubes.clear();
positions.clear();
// Spielfeld grob quadratisch machen
int total = pairCount * 2;
int cols = ceil(sqrt(total));
int rows = (total + cols - 1) / cols;
float spacing = 2.2f;
// Dynamische Positionen erzeugen
for (int r = 0; r < rows; r++)
{
for (int c = 0; c < cols; c++)
{
if ((int)positions.size() < total)
{
positions.push_back({
(c - cols/2.0f) * spacing,
0,
(r - rows/2.0f) * spacing
});
}
}
}
// Colors erzeugen
std::vector<Color> colorPool;
colorPool.reserve(total);
for (int i = 0; i < pairCount; i++)
{
Color col = {
(unsigned char)(rand() % 256),
(unsigned char)(rand() % 256),
(unsigned char)(rand() % 256),
255
};
colorPool.push_back(col);
colorPool.push_back(col); // Paar
}
// Shuffle
for (int i = total - 1; i > 0; --i)
std::swap(colorPool[i], colorPool[rand() % (i + 1)]);
// Würfel erstellen
for (int i = 0; i < total; i++)
cubes.emplace_back(positions[i], colorPool[i]);
}
// ----------------------------------------------------------- // -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm // 3D Memory Game – Hauptprogramm
// ----------------------------------------------------------- // -----------------------------------------------------------
int main() int main()
{ {
//NEU Counter
int counter = 0;
// Zufall initialisieren // Zufall initialisieren
srand(time(NULL)); srand(time(NULL));
@@ -91,74 +21,55 @@ int main()
camera.fovy = 45.0f; camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE; camera.projection = CAMERA_PERSPECTIVE;
// -------------------------------------------------------
// Spielvariablen
// -------------------------------------------------------
// Nur 3 Farben für 3 Paare // Nur 3 Farben für 3 Paare
int pairCount = 2; // <-- vorerst fixe Anzahl Color colors[] = { RED, GREEN, BLUE };
std::vector<Vec3> positions;
std::vector<gamecube> cubes;
innitGame(pairCount, cubes, positions); // 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++)
{
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
}
// Fisher-Yates Shuffle mit rand()
for (int i = colorPool.size() - 1; i > 0; --i)
{
int j = rand() % (i + 1); // Zufallsindex von 0 bis i
std::swap(colorPool[i], colorPool[j]);
}
// Karten/Würfel erstellen // Karten/Würfel erstellen
std::vector<gamecube> cubes;
for (int i = 0; i < 6; i++)
cubes.emplace_back(positions[i], colorPool[i]);
gamecube* first = nullptr; gamecube* first = nullptr;
gamecube* second = nullptr; gamecube* second = nullptr;
float flipSpeed = 5.0f; // Drehgeschwindigkeit float flipSpeed = 5.0f; // Drehgeschwindigkeit
bool gameWon = false; bool gameWon = false;
GameState state = GameState::Idle; //legen wir fest, in welchem Zustand das Spiel startet
// ----------------------------------------------------------- // -----------------------------------------------------------
// Hauptspielschleife // Hauptspielschleife
// ----------------------------------------------------------- // -----------------------------------------------------------
while (!WindowShouldClose()) while (!WindowShouldClose())
{ {
// Klick-Erkennung // Klick-Erkennung
if (!gameWon if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
&& (state == GameState::Idle || state == GameState::OneFlipped) {
&& IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
// nur im Idle- oder OneFlipped-Zustand wird reagiert<-------------------------------------------------
//Wenn einer Dreht, clicken blockieren
// ...
Vector2 mouse = GetMousePosition(); Vector2 mouse = GetMousePosition();
for (auto &c : cubes) //Hier die State Logik for (auto &c : cubes)
{ {
std::cout<<("State missing"); if (!c.IsFlipped() && !c.IsMatched())
if (!c.IsFlipped() && !c.IsMatched()) //<--------------- Zustandwechsel anpassen
{ {
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
Vector2 screenPos = GetWorldToScreen( if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
{c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera); c.FlipForward();
if (fabs(mouse.x - screenPos.x) < 40 &&
fabs(mouse.y - screenPos.y) < 40)
{
c.FlipForward(); //<-----Animation Start
counter++;
if (state == GameState::Idle) //neu Ü4
{
state = GameState::OneFlipped;
}
else if (state == GameState::OneFlipped && first && &c != first)
{
state = GameState::LockInput;
}
break; // 🔒 nur EIN Würfel pro Klick
}
} }
} }
} }
@@ -171,24 +82,18 @@ int main()
// Sobald ein Würfel vollständig umgedreht ist → merken // Sobald ein Würfel vollständig umgedreht ist → merken
if (c.IsFlipped() && !c.IsMatched()) if (c.IsFlipped() && !c.IsMatched())
{ {
if (!first) if (!first) first = &c;
first = &c; else if (!second && &c != first) second = &c;
else if (!second && &c != first)
second = &c;
} }
} }
// Matching-Logik // Matching-Logik
if (first && second) if (first && second)
{ {
//counter hier macht umdrehungen
Color col1 = first->GetColor(); Color col1 = first->GetColor();
Color col2 = second->GetColor(); Color col2 = second->GetColor();
if (col1.r == col2.r && if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
col1.g == col2.g &&
col1.b == col2.b)
{ {
first->SetMatched(true); first->SetMatched(true);
second->SetMatched(true); second->SetMatched(true);
@@ -199,14 +104,10 @@ int main()
second->FlipBackward(); second->FlipBackward();
} }
first = second = nullptr; first = second = nullptr;
state = GameState::Idle; //neu
} }
// ----------------------------- // Gewinnprüfung
// WIN CHECK
// -----------------------------
if (!gameWon) if (!gameWon)
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); }); gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
@@ -221,16 +122,15 @@ int main()
c.Draw(); c.Draw();
EndMode3D(); EndMode3D();
if (gameWon) if (gameWon)
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE); DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
else else
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY); DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
//Neu Counter
DrawText(TextFormat("Counter: %i",counter/2),10,40,20,DARKGRAY); //counter//2 da sonst doppelt
EndDrawing(); EndDrawing();
} }
CloseWindow(); CloseWindow();
return 0; return 0;
} }
-211
View File
@@ -1,211 +0,0 @@
//
// Created by gamer on 14.12.2025.
//
#include "gamecube.h"
#include <algorithm>
#include <ctime>
#include <iostream>
// -----------------------------------------------------------
// GameState – Zustandsmaschine
// -----------------------------------------------------------
enum class GameState
{
Idle, // kein Würfel offen
OneFlipped, // ein Würfel offen
LockInput, // Animation läuft
CheckingMatch // Vergleich
};
// -----------------------------------------------------------
// Initialisierung
// -----------------------------------------------------------
void innitGame(int pairCount,
std::vector<gamecube> &cubes,
std::vector<Vec3> &positions)
{
cubes.clear();
positions.clear();
int total = pairCount * 2;
int cols = ceil(sqrt(total));
int rows = (total + cols - 1) / cols;
float spacing = 2.2f;
for (int r = 0; r < rows; r++)
for (int c = 0; c < cols; c++)
if ((int)positions.size() < total)
positions.push_back({
(c - cols / 2.0f) * spacing,
0,
(r - rows / 2.0f) * spacing
});
std::vector<Color> colorPool;
for (int i = 0; i < pairCount; i++)
{
Color col = {
(unsigned char)(rand() % 256),
(unsigned char)(rand() % 256),
(unsigned char)(rand() % 256),
255
};
colorPool.push_back(col);
colorPool.push_back(col);
}
for (int i = total - 1; i > 0; --i)
std::swap(colorPool[i], colorPool[rand() % (i + 1)]);
for (int i = 0; i < total; i++)
cubes.emplace_back(positions[i], colorPool[i]);
}
// -----------------------------------------------------------
// MAIN
// -----------------------------------------------------------
int main()
{
srand(time(NULL));
InitWindow(800, 600, "3D Memory Game – Stable Version");
SetTargetFPS(60);
Camera3D camera{};
camera.position = {6, 6, 6};
camera.target = {0, 0, 0};
camera.up = {0, 1, 0};
camera.fovy = 45;
camera.projection = CAMERA_PERSPECTIVE;
int pairCount = 2;
std::vector<Vec3> positions;
std::vector<gamecube> cubes;
innitGame(pairCount, cubes, positions);
gamecube *first = nullptr;
gamecube *second = nullptr;
float flipSpeed = 5.0f;
bool gameWon = false;
int counter = 0;
GameState state = GameState::Idle;
// -----------------------------------------------------------
// GAME LOOP
// -----------------------------------------------------------
while (!WindowShouldClose())
{
// -----------------------------
// INPUT (nur wenn erlaubt)
// -----------------------------
if (!gameWon &&
(state == GameState::Idle || state == GameState::OneFlipped) &&
IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
Vector2 mouse = GetMousePosition();
for (auto &c : cubes)
{
if (!c.IsFlipped() && !c.IsMatched())
{
Vector2 screenPos = GetWorldToScreen(
{c.GetPosition().x, c.GetPosition().y, c.GetPosition().z},
camera);
if (fabs(mouse.x - screenPos.x) < 40 &&
fabs(mouse.y - screenPos.y) < 40)
{
c.FlipForward();
counter++;
if (state == GameState::Idle)
state = GameState::OneFlipped;
else
state = GameState::LockInput;
break; // 🔒 nur EIN Würfel pro Klick
}
}
}
}
// -----------------------------
// UPDATE – Animation
// -----------------------------
for (auto &c : cubes)
{
c.Update(flipSpeed);
if (c.IsFlipped() && !c.IsMatched())
{
if (!first)
first = &c;
else if (!second && &c != first)
second = &c;
}
}
// -----------------------------
// Animation beendet → Vergleich
// -----------------------------
if (state == GameState::LockInput && first && second)
state = GameState::CheckingMatch;
// -----------------------------
// MATCHING
// -----------------------------
if (state == GameState::CheckingMatch)
{
Color a = first->GetColor();
Color b = second->GetColor();
if (a.r == b.r && a.g == b.g && a.b == b.b)
{
first->SetMatched(true);
second->SetMatched(true);
}
else
{
first->FlipBackward();
second->FlipBackward();
}
first = second = nullptr;
state = GameState::Idle;
}
// -----------------------------
// WIN CHECK
// -----------------------------
if (!gameWon)
gameWon = std::all_of(
cubes.begin(),
cubes.end(),
[](const gamecube &c)
{ return c.IsMatched(); });
// -----------------------------
// DRAW
// -----------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
for (auto &c : cubes)
c.Draw();
EndMode3D();
if (gameWon)
DrawText("Congrats! You found all pairs!", 140, 260, 30, DARKBLUE);
else
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
DrawText(TextFormat("Moves: %i", counter / 2), 10, 40, 20, DARKGRAY);
EndDrawing();
}
CloseWindow();
return 0;
}
-163
View File
@@ -1,163 +0,0 @@
#include "gamecube.h"
#include <algorithm>
#include <ctime>
//Funktion innitGame
//Anzahl der Paare(pairCount*2)
void innitGame()
{
}
// -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm
// -----------------------------------------------------------
int main()
{
//NEU Counter
int counter = 0;
// Zufall initialisieren
srand(time(NULL));
// Fenster und Kamera
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
SetTargetFPS(60);
Camera3D camera{};
camera.position = {6.0f, 6.0f, 6.0f};
camera.target = {0.0f, 0.0f, 0.0f};
camera.up = {0.0f, 1.0f, 0.0f};
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Nur 3 Farben für 3 Paare <----------------------------------------------------------
Color colors[] = { RED, GREEN, BLUE };
// 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++)
{
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
}
// Fisher-Yates Shuffle mit rand()
for (int i = colorPool.size() - 1; i > 0; --i)
{
int j = rand() % (i + 1); // Zufallsindex von 0 bis i
std::swap(colorPool[i], colorPool[j]);
}
// Karten/Würfel erstellen
std::vector<gamecube> cubes;
for (int i = 0; i < 6; i++)
cubes.emplace_back(positions[i], colorPool[i]); //<------------------------------------------------------------
gamecube* first = nullptr;
gamecube* second = nullptr;
float flipSpeed = 5.0f; // Drehgeschwindigkeit
bool gameWon = false;
// -----------------------------------------------------------
// Hauptspielschleife
// -----------------------------------------------------------
while (!WindowShouldClose())
{
// Klick-Erkennung
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
//Neu Counter
counter++;
Vector2 mouse = GetMousePosition();
for (auto &c : cubes)
{
if (!c.IsFlipped() && !c.IsMatched())
{
Vector2 screenPos = GetWorldToScreen({c.GetPosition().x, c.GetPosition().y, c.GetPosition().z}, camera);
if (fabs(mouse.x - screenPos.x) < 40 && fabs(mouse.y - screenPos.y) < 40)
c.FlipForward();
}
}
}
// Animation aller Würfel
for (auto &c : cubes)
{
c.Update(flipSpeed);
// Sobald ein Würfel vollständig umgedreht ist → merken
if (c.IsFlipped() && !c.IsMatched())
{
if (!first) first = &c;
else if (!second && &c != first) second = &c;
}
}
// Matching-Logik
if (first && second)
{
//counter hier macht umdrehungen
Color col1 = first->GetColor();
Color col2 = second->GetColor();
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
{
first->SetMatched(true);
second->SetMatched(true);
}
else
{
first->FlipBackward();
second->FlipBackward();
}
first = second = nullptr;
}
// Gewinnprüfung
if (!gameWon)
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
// -----------------------------------------------------------
// Zeichnen
// -----------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
for (auto &c : cubes)
c.Draw();
EndMode3D();
if (gameWon)
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
else
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
//Neu Counter
DrawText(TextFormat("Counter: %i",counter/2),10,40,20,DARKGRAY); //counter//2 da sonst doppelt
EndDrawing();
}
CloseWindow();
return 0;
}
-40
View File
@@ -1,41 +1 @@
#include <iostream>
#include <array>
#include <cassert>
#include <cmath>
#include "gamematrix.h"
// Matrix-Vektor Multiplikation (4x4 Matrix auf 4D Vektor anwenden)
std::array<double, 4> matVecMul(const std::array<std::array<double, 4>, 4>& mat, const std::array<double, 4>& vec) {
std::array<double, 4> result = {0, 0, 0, 0};
for (size_t i = 0; i < 4; ++i) {
for (size_t j = 0; j < 4; ++j) {
result[i] += mat[i][j] * vec[j];
}
}
return result;
}
void test_rotateZ() {
std::array<double, 4> v = {1, 0, 0, 1}; // Der Vektor (1, 0, 0) wird zu (1, 0, 0, 1)
// Rotationsmatrix um 90° um die Z-Achse
auto R = gameMatrix::rot3D(90, 'Z');
// Vektor mit der Matrix multiplizieren
std::array<double, 4> result = matVecMul(R, v);
// Erwartetes Ergebnis
std::array<double, 4> expected_result = {0, 1, 0, 1};
// Vergleich der Ergebnisse
for (size_t i = 0; i < 4; ++i) {
assert(std::abs(result[i] - expected_result[i]) < 1e-6);
}
std::cout << "Test erfolgreich! Rotation um Z-Achse funktioniert." << std::endl;
}
int main() {
test_rotateZ();
return 0;
}
+1
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@@ -0,0 +1 @@
git push pull test