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Author SHA1 Message Date
f613b5a97f docs ordner 2025-11-10 16:54:14 +01:00
90728defd6 include fix 2025-11-10 16:49:56 +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
65cb29a65a gamecube verbesserungen 2025-11-09 21:33:22 +01:00
08ded96060 Merge remote-tracking branch 'origin/master' 2025-11-09 21:15:07 +01:00
ce97b7454a 9.11 2025-11-09 21:12:16 +01:00
5 changed files with 1938 additions and 4 deletions

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docs/design.txt Normal file
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========================================================
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.
========================================================

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@ -3,7 +3,7 @@
#include "raylib.h" #include "raylib.h"
#include "rlgl.h" #include "rlgl.h"
struct Vec3 struct Vec3 //anisch unnötig weil rylib schon vec3 hat
{ {
float x, y, z; float x, y, z;
}; };
@ -22,7 +22,7 @@ public:
Vec3 GetPosition() const; Vec3 GetPosition() const;
float GetRotationY() const; float GetRotationY() const;
Color GetColor() const { return color; } Color GetColor() const { return color; }
//zustände klarer abbikden bzw weniger bools = klarare Logik
private: private:
Vec3 position; Vec3 position;
Color color; Color color;
@ -32,3 +32,4 @@ private:
bool flippingBackward = false; bool flippingBackward = false;
float rotation = 0.0f; float rotation = 0.0f;
}; };
// braucht bessere trennung von logik & darstellung

1708
includes/raylib.h Normal file

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@ -1,4 +1,4 @@
#include "../../prog_3/includes/gamecube.h" #include "gamecube.h"
#include <algorithm> #include <algorithm>
#include <ctime> #include <ctime>