Author SHA1 Message Date
webbaer 9ce6f05ba7 fixed version von main.cpp und gamematrix.cpp 2025-11-24 17:12:30 +01:00
webbaer ad3ae081a9 functions matmul, rot3D, translate 2025-11-10 17:17:17 +01:00
BrSh31 ed1bf4a9b1 raylib.h in includes refactored 2025-11-10 16:34:45 +01:00
BrSh31 3ceecb69f9 otto 2025-11-10 16:20:01 +01:00
BrSh31 7259b8efb5 otto 2025-11-10 16:15:34 +01:00
straetemansbe94095 65cb29a65a gamecube verbesserungen 2025-11-09 21:33:22 +01:00
straetemansbe94095 08ded96060 Merge remote-tracking branch 'origin/master' 2025-11-09 21:15:07 +01:00
straetemansbe94095 ce97b7454a 9.11 2025-11-09 21:12:16 +01:00
5 changed files with 1945 additions and 8 deletions
+151
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+3 -2
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@@ -3,7 +3,7 @@
#include "raylib.h"
#include "rlgl.h"
struct Vec3
struct Vec3 //anisch unnötig weil rylib schon vec3 hat
{
float x, y, z;
};
@@ -22,7 +22,7 @@ public:
Vec3 GetPosition() const;
float GetRotationY() const;
Color GetColor() const { return color; }
//zustände klarer abbikden bzw weniger bools = klarare Logik
private:
Vec3 position;
Color color;
@@ -32,3 +32,4 @@ private:
bool flippingBackward = false;
float rotation = 0.0f;
};
// braucht bessere trennung von logik & darstellung
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+75
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@@ -0,0 +1,75 @@
#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> result{};
for (int i = 0; i < 4; ++i) {
for (int j = 0; j < 4; ++j) {
double sum = 0.0;
for (int k = 0; k < 4; ++k) {
sum += A[i][k] * B[k][j];
}
result[i][j] = sum;
}
}
return result;
}
std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis) {
double angle = angle_deg * M_PI / 180.0; // Grad → Radiant
double c = std::cos(angle);
double s = std::sin(angle);
std::array<std::array<double,4>,4> R{}; // alles 0 initialisiert
switch (axis) {
case 'x':
R = {{
{1, 0, 0, 0},
{0, c, -s, 0},
{0, s, c, 0},
{0, 0, 0, 1}
}};
break;
case 'y':
R = {{
{ c, 0, s, 0},
{ 0, 1, 0, 0},
{-s, 0, c, 0},
{ 0, 0, 0, 1}
}};
break;
case 'z':
R = {{
{c, -s, 0, 0},
{s, c, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1}
}};
break;
default:
throw std::invalid_argument("Axis must be 'x', 'y' or 'z'");
}
return R;
}
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double, 3>& pos) {
std::array<std::array<double,4>,4> T{{
{1, 0, 0, pos[0]},
{0, 1, 0, pos[1]},
{0, 0, 1, pos[2]},
{0, 0, 0, 1}
}};
return T;
}
// Created by Fabian Weber on 10.11.25.
//
+7 -5
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@@ -1,4 +1,4 @@
#include "../../prog_3/includes/gamecube.h"
#include "gamecube.h"
#include <algorithm>
#include <ctime>
@@ -21,15 +21,17 @@ int main()
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// cubePairs = {};
// Nur 3 Farben für 3 Paare
Color colors[] = { RED, GREEN, BLUE };
Color colors[] = { RED, GREEN, BLUE, YELLOW, PINK };
// 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}};
std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0},
{2, 0, 0},{2,0,-4},{0,0,-4},{-2,0,-4},{-4,0,-2}};
// Farben doppelt in einen Pool legen und mischen
std::vector<Color> colorPool;
for (int i = 0; i < 3; i++)
for (int i = 0; i <5; i++)
{
colorPool.push_back(colors[i]);
colorPool.push_back(colors[i]);
@@ -44,7 +46,7 @@ int main()
// Karten/Würfel erstellen
std::vector<gamecube> cubes;
for (int i = 0; i < 6; i++)
for (int i = 0; i < 10; i++)
cubes.emplace_back(positions[i], colorPool[i]);
gamecube* first = nullptr;