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# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
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</component>
</project>
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding">
<file url="file://$PROJECT_DIR$/windows/libgamematrix.a" charset="ISO-8859-1" />
</component>
</project>
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="CMakePythonSetting">
<option name="pythonIntegrationState" value="YES" />
</component>
<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
</project>
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/prog3b_652.iml" filepath="$PROJECT_DIR$/.idea/prog3b_652.iml" />
</modules>
</component>
</project>
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<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CMake" type="CPP_MODULE" version="4" />
Generated
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="" vcs="Git" />
</component>
</project>
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hallo
+44 -20
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@@ -6,30 +6,54 @@ set(EXECUTABLE_NAME Prog3B)
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(CMAKE_CXX_STANDARD 20)
# Set the default build type if not specified
if(NOT CMAKE_BUILD_TYPE)
set(CMAKE_BUILD_TYPE Release CACHE STRING "Build type" FORCE)
endif()
set(SRC_FILES
${CMAKE_CURRENT_LIST_DIR}/main.cpp
${CMAKE_CURRENT_LIST_DIR}/gamecube.cpp
src/main.cpp
src/gamecube.cpp
src/gamematrix.cpp
)
set(INCLUDE_DIRS
${CMAKE_CURRENT_LIST_DIR}/linux
)
add_executable(${EXECUTABLE_NAME} ${SRC_FILES})
target_include_directories(${EXECUTABLE_NAME} PRIVATE ${INCLUDE_DIRS})
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
target_include_directories(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/includes
${CMAKE_CURRENT_LIST_DIR}/raylib
)
set(TEST_FILES
src/tests.cpp
src/gamematrix.cpp
)
add_executable(tests ${TEST_FILES})
target_include_directories(tests PRIVATE
${CMAKE_CURRENT_LIST_DIR}/includes
)
if(WIN32)
message(STATUS "Configuring for Windows")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/windows/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/windows/libraylib.a
opengl32 gdi32 winmm
)
elseif(APPLE)
message(STATUS "Configuring for MacOS")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/mac_x86/libraylib.a
"-framework IOKit"
"-framework Cocoa"
"-framework OpenGL"
)
else()
# --- Linux ---
message(STATUS "Configuring for Linux")
target_link_libraries(${EXECUTABLE_NAME} PRIVATE
${CMAKE_CURRENT_LIST_DIR}/linux/libgamematrix.a
${CMAKE_CURRENT_LIST_DIR}/linux/libraylib.a
)
# 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")
GL X11 m
)
endif()
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@@ -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.
========================================================
+24
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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
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+7 -3
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@@ -1,9 +1,13 @@
#include "gamecube.h"
gamecube::gamecube(const Vec3 &pos, Color col)
: position(pos), color(col) {}
gamecube::gamecube(const Vec3 &pos, Color col) //positiv, Die Werte werden mithilfe//
: position(pos), color(col) {} //der Initialisierungsliste im Konstruktor //
//initialisiert und nicht zugewiesen.
void gamecube::Update(float flipSpeed)
void gamecube::Update(float flipSpeed) // Die Zahlen müssen in initialisierte
//Konstanten umgewandelt werden,
//damit ihre Bedeutung klar ist. //
{
if (flippingForward)
{
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//
// Created by kris- on 03.11.2025.
//
#include <iostream>
#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;
}
//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;
}
*/
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#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;
}
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