18 Commits
12 changed files with 2291 additions and 29 deletions
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@@ -0,0 +1,64 @@
========================================================
Projekt: gamematrix (C++ Library)
Rolle: Projektleiter
Datei: requirements.txt
Datum: 10.11.2025
Team: ShehiBr (fuh wit yuh buh)
========================================================
# ----------------------------
# 1. Projektziel
# ----------------------------
Beschreiben Sie hier kurz das Ziel des Projekts:
Ziel: Die Bibliothek gamematrix um grundlegende 3D-Transformationsfunktionen zu erweitern,
die später über pybind11 in Python eingebunden werden können.
# ----------------------------
# 2. Funktionale Anforderungen
# ----------------------------
Listen Sie alle Funktionen auf, die die Bibliothek bereitstellen soll.
Tragen Sie ein: Funktion, Eingabe, Ausgabe, kurze Beschreibung
| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
|---------------|------------------------------------|-----------------------|----------------------------------------|
| matmul | 4x4 Matrix A, 4x4 Matrix B | 4x4 Matrix | Multipliziert 2 Matrizen |
| translate | 3D Vektor | 4x4 Matrix | Liefert eine Übersetzungs Matrix |
| rot3D | Winkel in °, Rotationsachse (x/y/z)| 4x4 Matrix | Liefert eine Rotationsmatrix |
| identity (optional)| --- | 4x4 Matrix | Liefert eine Einheitsmatrix |
| _____________ | __________________________________ | ____________________ | ______________________________ |
| _____________ | __________________________________ | ____________________ | ______________________________ |
# ----------------------------
# 3. Nicht-funktionale Anforderungen
# ----------------------------
(z. B. Performance, Lesbarkeit, Wartbarkeit, Python-Kompatibilität via pybind11)
- ____________________________________________________________
- ____________________________________________________________
- ____________________________________________________________
# ----------------------------
# 4. Annahmen / Einschränkungen
# ----------------------------
(z. B. alle Matrizen sind 4x4, Winkel in Grad, nur double)
- Alle Matrizen sind 4x4
- Winkel werden in Grad angegeben
- Keine Skalierung, nur Rotation und Translation
# ----------------------------
# 5. Abnahmekriterien
# ----------------------------
Wie soll geprüft werden, dass die Anforderungen erfüllt sind?
(z. B. Unit-Tests, Beispielrotationen, Matrizenmultiplikation)
- Alle Matrixfunktionen liefern korrekte Ergebnisse bei Testeingaben
- Vergleich mit bekannten Referenzwerten (Rotation 90° um x-Achse, etc.)
- Kompilierbarkeit der Bibliothek und Integration in das Spielprojekt
========================================================
Hinweis:
- Diese Datei wird vom Projektleiter erstellt und gepflegt.
- Jede Phase des Projekts soll hier dokumentiert werden.
========================================================
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@@ -0,0 +1,74 @@
========================================================
Projekt: gamematrix (C++ Library)
Rolle: Architekt
Datei: design.txt
Datum: ____________________
Team: ____________________
========================================================
# ----------------------------
# 1. Projektstruktur / Namespace
# ----------------------------
Namespace: _______________________________________________
Ziel: Saubere Trennung der Bibliothek, Vermeidung von Namenskonflikten.
Beispiel:
namespace Matrix3D {
// Funktionen, ggf Klasse(n)
}
# ----------------------------
# 2. Datenstrukturen / Klassen
# ----------------------------
Listen Sie die Klassen oder Structs auf, die verwendet werden:
| Name | Typ | Beschreibung |
|--------|------------------------------------------|--------------|
| Vec3 | struct Vec3 | 3D-Vektor (x, y, z) |
| Mat4 | std::array<std::array<double,4>,4> | 4x4-Matrix (homogen) |
| ______ | ________ | ___________________ |
| ______ | ________ | ___________________ |
# ----------------------------
# 3. Operatoren / Templates
# ----------------------------
Welche Operatoren oder Templates sollen definiert werden?
- Templates für unterschiedliche Datentypen? ☐ Ja ☐ Nein
- Operatoren:
- Mat4 * Mat4
- Mat4 * Vec3
# ----------------------------
# 4. Funktionen / Schnittstellen
# ----------------------------
Liste der Funktionen mit Eingabe/Ausgabe und kurzer Beschreibung:
| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
|---------------|------------------------------------|-----------------------|----------------------------------------|
| matmul | Mat4 A, Mat4 B | Mat4 | Matrixmultiplikation 4x4 |
| translate | Vec3 pos | Mat4 | Verschiebungstransformation |
| rot3D | double angle_deg, char axis | Mat4 | Rotation um Achse x/y/z |
| identity (optional)| --- | Mat4 | Identitätsmatrix |
| _____________ | __________________________________ | ____________________ | ______________________________ |
# ----------------------------
# 5. Designentscheidungen / Hinweise
# ----------------------------
- Rückgabe der Matrizen per Wert oder Referenz? ___________
- Verwendung von std::array oder std::vector? ___________
- Homogene Koordinaten für Translation / Rotation (4x4)? ☐ Ja ☐ Nein
- Weitere Designüberlegungen: ___________________________
# ----------------------------
# 6. Deliverables / Milestones
# ----------------------------
- design.txt fertig und im Branch architect committed
- Übergabe an Entwickler für Implementierung
========================================================
Hinweis:
- Dieses Dokument dient als Grundlage für die Implementierung.
- Alle Designentscheidungen sollen klar nachvollziehbar sein.
========================================================
+5 -3
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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 +22,8 @@ public:
Vec3 GetPosition() const;
float GetRotationY() const;
Color GetColor() const { return color; }
bool IsAnimating() const;
//zustände klarer abbikden bzw weniger bools = klarare Logik
private:
Vec3 position;
Color color;
@@ -31,4 +32,5 @@ private:
bool flippingForward = false;
bool flippingBackward = false;
float rotation = 0.0f;
};
};
// braucht bessere trennung von logik & darstellung
+1 -1
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@@ -14,6 +14,6 @@ public:
// Rotationsmatrix um Achse x/y/z
static std::array<std::array<double,4>,4> rot3D(double angle_deg, char axis);
// Verschiebung
// std::array<std::array<double,4>,4>
static std::array<std::array<double,4>,4> translate(const std::array<double, 3>& pos);
};
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+19
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@@ -0,0 +1,19 @@
#ifndef MENU_H
#define MENU_H
#pragma once
#include "raylib.h"
enum MenuResult {
MENU_NONE,
MENU_SELECT_3,
MENU_SELECT_6,
MENU_SELECT_9
};
MenuResult DrawMenu();
#endif //MENU_H
+5 -1
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@@ -63,4 +63,8 @@ void gamecube::Draw() const
}
Vec3 gamecube::GetPosition() const { return position; }
float gamecube::GetRotationY() const { return rotation; }
float gamecube::GetRotationY() const { return rotation; }
bool gamecube::IsAnimating() const
{
return flippingForward || flippingBackward;
}
+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.
//
+86 -24
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@@ -1,19 +1,20 @@
#include "../../prog_3/includes/gamecube.h"
#include "gamecube.h"
#include <algorithm>
#include <ctime>
#include <menu.h>
// -----------------------------------------------------------
// 3D Memory Game – Hauptprogramm
// -----------------------------------------------------------
int main()
{
// Zufall initialisieren
srand(time(NULL));
// Fenster und Kamera
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
SetTargetFPS(60);
// Zufall initialisieren
srand(time(NULL));
Camera3D camera{};
camera.position = {6.0f, 6.0f, 6.0f};
camera.target = {0.0f, 0.0f, 0.0f};
@@ -24,6 +25,7 @@ int main()
// 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}};
@@ -52,65 +54,125 @@ int main()
float flipSpeed = 5.0f; // Drehgeschwindigkeit
bool gameWon = false;
// -----------------------------------------------------------
// Hauptspielschleife
// -----------------------------------------------------------
while (!WindowShouldClose())
enum class GameState
{
Menu,
Idle, // kein Würfel offen, Eingabe erlaubt
OneFlipped, // ein Würfel offen
LockInput, // Würfel drehen gerade – Eingabe kurz blockiert
CheckingMatch // zwei Würfel vollständig aufgeklappt, Vergleich läuft
};
GameState state = GameState::Menu;
while (!WindowShouldClose()) {
if (state == GameState::Menu)
{
MenuResult res = DrawMenu();
switch (res)
{
case MENU_SELECT_3:
case MENU_SELECT_6:
case MENU_SELECT_9:
state = GameState::Idle;
break;
default:
break;
}
if (state == GameState::Menu)
continue;
}
// === GAME ===
// Klick-Erkennung
if (!gameWon && IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
if (!gameWon
&& state != GameState::LockInput
&& state != GameState::CheckingMatch
&& IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
Vector2 mouse = GetMousePosition();
for (auto &c : cubes)
{
if (!c.IsFlipped() && !c.IsMatched())
if (!c.IsAnimating() && !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();
if (!first)
{
first = &c;
state = GameState::OneFlipped;
}
else if (!second)
{
second = &c;
state = GameState::LockInput;
}
break;
}
}
}
}
// Animation aller Würfel
bool anyAnimating = false;
for (auto &c : cubes)
{
c.Update(flipSpeed);
if (c.IsAnimating()) anyAnimating = true;
}
// Sobald ein Würfel vollständig umgedreht ist → merken
if (c.IsFlipped() && !c.IsMatched())
if (state == GameState::LockInput && !anyAnimating)
{
// If both pointers are null → this was a failed attempt finishing its backflip
if (!first && !second)
{
if (!first) first = &c;
else if (!second && &c != first) second = &c;
state = GameState::Idle;
}
else
{
// Two cubes fully opened → proceed to matching
state = GameState::CheckingMatch;
}
}
// Matching-Logik
if (first && second)
if (state == GameState::CheckingMatch && first && second)
{
Color col1 = first->GetColor();
Color col2 = second->GetColor();
bool match =
first->GetColor().r == second->GetColor().r &&
first->GetColor().g == second->GetColor().g &&
first->GetColor().b == second->GetColor().b;
if (col1.r == col2.r && col1.g == col2.g && col1.b == col2.b)
if (match)
{
first->SetMatched(true);
second->SetMatched(true);
first = nullptr;
second = nullptr;
state = GameState::Idle;
}
else
{
first->FlipBackward();
second->FlipBackward();
first = nullptr;
second = nullptr;
// WAIT FOR BACKFLIP ANIMATION
state = GameState::LockInput;
}
first = second = nullptr;
}
// Gewinnprüfung
if (!gameWon)
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
// -----------------------------------------------------------
// Zeichnen
// -----------------------------------------------------------
+32
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#include "menu.h"
MenuResult DrawMenu() {
Rectangle b1 = { 250, 180, 300, 50 };
Rectangle b2 = { 250, 260, 300, 50 };
Rectangle b3 = { 250, 340, 300, 50 };
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Wähle Anzahl Paare:", 200, 100, 30, DARKGRAY);
DrawRectangleRec(b1, LIGHTGRAY);
DrawText("3 Paare", 340, 195, 20, BLACK);
DrawRectangleRec(b2, LIGHTGRAY);
DrawText("6 Paare", 340, 275, 20, BLACK);
DrawRectangleRec(b3, LIGHTGRAY);
DrawText("9 Paare", 340, 355, 20, BLACK);
EndDrawing();
Vector2 m = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
if (CheckCollisionPointRec(m, b1)) return MENU_SELECT_3;
if (CheckCollisionPointRec(m, b2)) return MENU_SELECT_6;
if (CheckCollisionPointRec(m, b3)) return MENU_SELECT_9;
}
return MENU_NONE;
}
+125
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#include <iostream>
#include <vector>
#include <string>
#include <fstream>
#include <thread>
#include <chrono>
#include <numeric>
bool readFile(const std::string& filename, std::vector<int>& data) {
std::ifstream file(filename);
if (!file.is_open()) {
std::cerr << "FEHLER: Konnte Datei nicht oeffnen!\n";
std::cerr << "Pfad: " << filename << "\n";
return false;
}
int value;
std::cout << "Lese Datei ein... (Pfad: " << filename << ")\n";
while (file >> value) {
data.push_back(value);
}
file.close();
return true;
}
int main() {
std::vector<int> messungen;
std::string pfad = "C:\\Users\\Bruno\\Desktop\\BME\\BME 3\\PROG B\\praktikum\\thread\\measurements.txt";
if (!readFile(pfad, messungen)) {
std::cout << "\nDruecke ENTER zum Beenden...";
std::cin.get();
return 1;
}
if (messungen.size() < 2) {
std::cout << "Datei ist leer oder hat zu wenig Werte!\n";
std::cin.get();
return 0;
}
std::cout << "Erfolg! " << messungen.size() << " Messwerte geladen.\n";
std::cout << "-----------------------------------\n";
{
std::cout << "Starte serielle Berechnung...\n";
auto start = std::chrono::steady_clock::now();
long long increases = 0;
for (size_t i = 1; i < messungen.size(); i++) {
if (messungen[i] > messungen[i - 1]) {
increases++;
}
}
auto end = std::chrono::steady_clock::now();
std::chrono::duration<double> diff = end - start;
std::cout << "[SERIELL] Anstiege: " << increases << "\n";
std::cout << " Zeit: " << diff.count() << " s\n\n";
}
{
std::cout << "Starte parallele Berechnung...\n";
auto start = std::chrono::steady_clock::now();
unsigned int numThreads = std::thread::hardware_concurrency();
if (numThreads == 0) numThreads = 4;
std::vector<std::thread> threads;
std::vector<long long> results(numThreads, 0);
size_t totalComparisons = messungen.size() - 1;
size_t base = totalComparisons / numThreads;
size_t remainder = totalComparisons % numThreads;
size_t idx = 1;
for (unsigned int t = 0; t < numThreads; t++)
{
size_t startIdx = idx;
size_t count = base + (t < remainder ? 1 : 0);
size_t endIdx = idx + count - 1;
idx = endIdx + 1;
threads.emplace_back([&, t, startIdx, endIdx]() {
long long localCount = 0;
if (startIdx < messungen.size()) {
for (size_t i = startIdx; i <= endIdx; ++i) {
if (messungen[i] > messungen[i - 1]) {
++localCount;
}
}
}
results[t] = localCount;
});
}
for (auto& th : threads) {
if (th.joinable())
th.join();
}
long long totalParallel = 0;
for (long long r : results) {
totalParallel += r;
}
auto end = std::chrono::steady_clock::now();
std::chrono::duration<double> diff = end - start;
std::cout << "[PARALLEL] Anstiege: " << totalParallel << " (Threads: " << numThreads << ")\n";
std::cout << " Zeit: " << diff.count() << " s\n";
}
std::cout << "\n-----------------------------------\n";
std::cout << "Druecke ENTER zum Beenden...";
std::cin.get();
return 0;
}