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10 Commits
Author SHA1 Message Date
AnnalenaTH 5976165238 projection & 3Drot 2026-10-22 13:33:10 +02:00
AnnalenaTH e4d36ad733 projection & 3Drot 2026-10-22 13:31:17 +02:00
AnnalenaTH 87feb62121 Paket 2026-10-22 13:14:14 +02:00
AnnalenaTH 41c5ca9107 install_dependencies 2026-10-22 12:36:20 +02:00
AnnalenaTH 27464f2528 install_dependencies 2026-10-22 12:36:13 +02:00
AnnalenaTH 1751290044 Notizen 2026-10-22 11:52:13 +02:00
AnnalenaTH 01eabb3a59 Notizen 2026-10-22 11:49:07 +02:00
AnnalenaTH 990896d3c2 apollo Hausaufgabe 2026-10-19 16:23:58 +02:00
AnnalenaTH 88ff3d7a8a apollo Hausaufgabe 2026-10-19 16:19:01 +02:00
AnnalenaTH 731b7c2a1d apollo Hausaufgabe 2026-10-19 16:12:47 +02:00
18 changed files with 321 additions and 4 deletions

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-4
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[project]
name = "matrixmania"
version = "0.1.0"
dependencies = ["tabulate", "ruff"]
+5
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# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
Generated
+1
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matrixmania
+6
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<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>
+10
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<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$">
<excludeFolder url="file://$MODULE_DIR$/.venv" />
</content>
<orderEntry type="jdk" jdkName="Python 3.14 (PythonProject)" jdkType="Python SDK" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
</module>
+7
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Black">
<option name="sdkName" value="Python 3.14 (PythonProject)" />
</component>
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.14 (PythonProject)" project-jdk-type="Python SDK" />
</project>
+8
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/matrixmania.iml" filepath="$PROJECT_DIR$/.idea/matrixmania.iml" />
</modules>
</component>
</project>
Generated
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>
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@@ -2,3 +2,5 @@
- Code nach PEP 8, Zeilenlänge maximal 88 Zeichen.
- Jede Funktion und Methode hat einen Docstring und Type Hints.
- Vor jedem Commit: `ruff check` und `ruff format`.
- Quellcode liegt unter "src/matrixmania/", Tests unter "test/test_matrixmania/"
- Testpakete, Testdateien und Testfunktionen beginnen mit "test_"
+10
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[project]
name = "matrixmania"
version = "0.1.0"
dependencies = ["tabulate", "ruff", "pygame"]
[project.optional-dependencies]
dev = ["pytest", "ruff", "pytest-cov"]
[tool.pytest.ini_options]
pythonpath = "src"
+58
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import pygame
from src.matrixmania.compute import matmul, rot_2D, transpose
from src.matrixmania.game import Game
EARTH_RADIUS = 30
MOON_RADIUS = 10
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
BLUE = (0, 0, 255)
class Moon(Game):
"""Der Mond kreist um die Erde."""
def __init__(
self,
title: str = "Moon",
fps: int = 60,
size: tuple[int, int] = (640, 400),
) -> None:
"""Legt Startposition, Drehwinkel und Rotationsmatrix fest."""
super().__init__(title, fps, size)
self.centre = (size[0] // 2, size[1] // 2)
self.position_moon = [0.0, -150.0]
theta = 0.01
self.rot_moon = rot_2D(theta)
def update_game(self) -> bool:
"""Dreht den Mond ein Stück weiter."""
self.update_moon_position()
return True
def update_moon_position(self) -> None:
point = transpose([self.position_moon]) # [x, y] wird zur Spalte [[x], [y]]
result = matmul(self.rot_moon, point) # Ergebnis: [[x'], [y']]
self.position_moon = [result[0][0], result[1][0]]
def draw_game(self) -> None:
self.screen.fill(BLACK)
self.draw_earth()
self.draw_moon()
pygame.display.flip()
def draw_earth(self) -> None:
pygame.draw.circle(self.screen, BLUE, self.centre, EARTH_RADIUS)
def draw_moon(self) -> None:
moon_x = int(self.centre[0] + self.position_moon[0])
moon_y = int(self.centre[1] + self.position_moon[1])
pygame.draw.circle(self.screen, WHITE, (moon_x, moon_y), MOON_RADIUS)
if __name__ == "__main__":
game = Moon()
game.run()
+1
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from .compute import matmul, transpose, rot_2D
+50
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import pygame
from src.matrixmania.compute import matmul, rot_2D, transpose
from Moon import Moon
RED = (255, 0, 0)
BLACK = (0, 0, 0)
APOLLO_RADIUS = 3
class Apollo(Moon):
def __init__(
self,
title: str = "Apollo",
fps: int = 60,
size: tuple[int, int] = (640, 400),
) -> None:
super().__init__(title, fps, size) #Startpos. des Mondes wird hier übergeben
self.position_apollo = [0.0, -40.0] #Startposition von Apollo relativ zum Mond
theta_apollo = -0.02 #doppelte Geschwindigkeit, umgekehrte Drehrichtung
self.rot_apollo = rot_2D(theta_apollo)
def update_game(self) -> bool:
super().update_game()
point = transpose([self.position_apollo]) #macht aus Koordinatenliste Spaltenvektor
result = matmul(self.rot_apollo, point) #neue relative Pos. berechnen
self.position_apollo = [result[0][0], result[1][0]] #Matrix: erste Zeile: erstes Element, zweite Zeile: erstes Element -> Koordinaten
return True
def draw_game(self) -> None:
self.screen.fill(BLACK)
self.draw_earth()
self.draw_moon()
self.draw_apollo()
pygame.display.flip()
def draw_apollo(self) -> None:
apollo_x = int(self.centre[0] + self.position_moon[0] + self.position_apollo[0]) #Absolute Position = Bildschirmmitte + Mond-Position + Apollo-Relativposition
apollo_y = int(self.centre[1] + self.position_moon[1] + self.position_apollo[1])
pygame.draw.circle(self.screen, RED, (apollo_x, apollo_y), APOLLO_RADIUS)
if __name__ == "__main__":
game = Apollo()
game.run()
+58
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@@ -120,6 +120,64 @@ def matmul(A: Matrix, B: Matrix) -> Matrix:
return result
def rot_3D(angle: float, axis: str) -> list[list[float]]:
"""Berechnet die 3D-Rotationsmatrix für einen gegebenen Winkel und eine Achse.
Die Rotationsmatrizen lauten:
Rotation um die x-Achse:
R_x(θ) = [[1, 0, 0],
[0, cos(θ), -sin(θ)],
[0, sin(θ), cos(θ)]]
Rotation um die y-Achse:
R_y(θ) = [[ cos(θ), 0, sin(θ)],
[ 0, 1, 0],
[-sin(θ), 0, cos(θ)]]
Rotation um die z-Achse:
R_z(θ) = [[cos(θ), -sin(θ), 0],
[sin(θ), cos(θ), 0],
[ 0, 0, 1]]
Args:
angle (float): Der Rotationswinkel in Bogenmaß (Radians).
axis (str): Die Rotationsachse ('x', 'y' oder 'z').
Returns:
list[list[float]]: Die 3x3-Rotationsmatrix als geschachtelte Liste.
Raises:
ValueError: Wenn ein ungültiger Achsenwert übergeben wird.
"""
cos_a = math.cos(angle)
sin_a = math.sin(angle)
if axis == "x":
return [[1.0, 0.0, 0.0], [0.0, cos_a, -sin_a], [0.0, sin_a, cos_a]]
elif axis == "y":
return [[cos_a, 0.0, sin_a], [0.0, 1.0, 0.0], [-sin_a, 0.0, cos_a]]
elif axis == "z":
return [[cos_a, -sin_a, 0.0], [sin_a, cos_a, 0.0], [0.0, 0.0, 1.0]]
else:
raise ValueError(
f"Ungültige Achse '{axis}'. Gültige Achsen sind 'x', 'y' oder 'z'."
)
def project_ortho(point: tuple[float, float, float], scale: float = 1) -> tuple[float, float]:
"""Projiziert einen 3D-Punkt (x, y, z) orthogonal auf eine 2D-Fläche (x, y),
indem die z-Koordinate ignoriert und der Punkt mit scale multipliziert wird.
Args:
point (tuple[float, float, float]): Der 3D-Punkt als (x, y, z).
scale (float, optional): Skalierungsfaktor für die Ausgabe. Standard ist 1.
Returns:
tuple[float, float]: Der 2D-Punkt als (x * scale, y * scale).
"""
x, y, _ = point
return (x * scale, y * scale)
if __name__ == "__main__":
# Test für rot_2D (z. B. Rotation um 90 Grad = pi / 2)
theta = math.pi / 2
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import pygame
class Game:
def __init__(self, title, fps=60, size=(640, 400)):
self.title = title
self.fps = fps
self.size = size
self.clock = pygame.time.Clock()
self.dt = 0
self.screen = None
def init_game(self):
pygame.init()
pygame.display.set_caption(self.title)
self.screen = pygame.display.set_mode(self.size)
def game_loop(self):
while True:
# Berechnung der Zeitdifferenz seit dem letzten Frame
self.dt = self.clock.tick(self.fps) / 1000
if self.event_handling() == False:
break
if self.update_game() == False:
break
self.draw_game()
def exit_game(self):
pygame.quit()
def event_handling(self): # bleibt in der Unterklasse unverändert
for event in pygame.event.get():
if not self.handle_event(event):
return False
return True
def handle_event(self, event): # wird in der Unterklasse überschrieben
if event.type == pygame.QUIT:
return False
return True
def update_game(self):
return True
def draw_game(self):
pygame.display.flip()
def run(self):
self.init_game()
self.game_loop()
self.exit_game()
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Whitespace-only changes.
+16
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import pytest
from matrixmania.compute import project_ortho
def test_project_ortho_default_scale():
# Test ohne Angabe von scale (Standardwert = 1)
point = (1.0, 2.0, 3.0)
result = project_ortho(point)
assert result == (1.0, 2.0)
def test_project_ortho_with_scale():
# Test mit scale = 100
point = (1.0, 2.0, 3.0)
result = project_ortho(point, scale=100)
assert result == (100.0, 200.0)
+32
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import math
import pytest
from matrixmania.compute import rot_3D
def test_rot_3D_x_axis():
# Test bei 0 Radian (Identitätsmatrix)
res = rot_3D(0.0, "x")
assert res == [[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]
# Test bei 90 Grad (PI / 2)
res_90 = rot_3D(math.pi / 2, "x")
assert pytest.approx(res_90[1][1]) == 0.0
assert pytest.approx(res_90[1][2]) == -1.0
assert pytest.approx(res_90[2][1]) == 1.0
assert pytest.approx(res_90[2][2]) == 0.0
def test_rot_3D_y_axis():
res = rot_3D(0.0, "y")
assert res == [[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]
def test_rot_3D_z_axis():
res = rot_3D(0.0, "z")
assert res == [[1.0, 0.0, 0.0], [0.0, 1.0, 0.0], [0.0, 0.0, 1.0]]
def test_rot_3D_invalid_axis():
# Prüft, ob bei ungültiger Achse ein ValueError geworfen wird
with pytest.raises(ValueError):
rot_3D(1.0, "w")