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779114d5d2 | ||
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90728defd6 |
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@@ -1,151 +0,0 @@
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@@ -0,0 +1,64 @@
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========================================================
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||||||
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Projekt: gamematrix (C++ Library)
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Rolle: Projektleiter
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Datei: requirements.txt
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Datum: 10.11.2025
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||||||
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Team: ShehiBr (fuh wit yuh buh)
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||||||
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========================================================
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||||||
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||||||
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# ----------------------------
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||||||
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# 1. Projektziel
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||||||
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# ----------------------------
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||||||
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Beschreiben Sie hier kurz das Ziel des Projekts:
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||||||
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||||||
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Ziel: Die Bibliothek gamematrix um grundlegende 3D-Transformationsfunktionen zu erweitern,
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die später über pybind11 in Python eingebunden werden können.
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||||||
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||||||
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# ----------------------------
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||||||
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# 2. Funktionale Anforderungen
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||||||
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# ----------------------------
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||||||
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Listen Sie alle Funktionen auf, die die Bibliothek bereitstellen soll.
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||||||
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Tragen Sie ein: Funktion, Eingabe, Ausgabe, kurze Beschreibung
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||||||
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||||||
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| Funktion | Eingabe | Ausgabe | Kurzbeschreibung |
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||||||
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|---------------|------------------------------------|-----------------------|----------------------------------------|
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||||||
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| matmul | 4x4 Matrix A, 4x4 Matrix B | 4x4 Matrix | Multipliziert 2 Matrizen |
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| translate | 3D Vektor | 4x4 Matrix | Liefert eine Übersetzungs Matrix |
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| rot3D | Winkel in °, Rotationsachse (x/y/z)| 4x4 Matrix | Liefert eine Rotationsmatrix |
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||||||
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| identity (optional)| --- | 4x4 Matrix | Liefert eine Einheitsmatrix |
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||||||
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| _____________ | __________________________________ | ____________________ | ______________________________ |
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| _____________ | __________________________________ | ____________________ | ______________________________ |
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||||||
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||||||
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# ----------------------------
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||||||
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# 3. Nicht-funktionale Anforderungen
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||||||
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# ----------------------------
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||||||
|
(z. B. Performance, Lesbarkeit, Wartbarkeit, Python-Kompatibilität via pybind11)
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||||||
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||||||
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- ____________________________________________________________
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||||||
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- ____________________________________________________________
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||||||
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- ____________________________________________________________
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||||||
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||||||
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# ----------------------------
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||||||
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# 4. Annahmen / Einschränkungen
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# ----------------------------
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(z. B. alle Matrizen sind 4x4, Winkel in Grad, nur double)
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- Alle Matrizen sind 4x4
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- Winkel werden in Grad angegeben
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- Keine Skalierung, nur Rotation und Translation
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# ----------------------------
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||||||
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# 5. Abnahmekriterien
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# ----------------------------
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||||||
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Wie soll geprüft werden, dass die Anforderungen erfüllt sind?
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(z. B. Unit-Tests, Beispielrotationen, Matrizenmultiplikation)
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||||||
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||||||
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- Alle Matrixfunktionen liefern korrekte Ergebnisse bei Testeingaben
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||||||
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- Vergleich mit bekannten Referenzwerten (Rotation 90° um x-Achse, etc.)
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||||||
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- Kompilierbarkeit der Bibliothek und Integration in das Spielprojekt
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||||||
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||||||
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========================================================
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||||||
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Hinweis:
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||||||
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- Diese Datei wird vom Projektleiter erstellt und gepflegt.
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||||||
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- Jede Phase des Projekts soll hier dokumentiert werden.
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||||||
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========================================================
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||||||
@@ -1,75 +0,0 @@
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#include <gamematrix.h>
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std::array<std::array<double,4>,4> gameMatrix::matmul(const std::array<std::array<double,4>,4>& A,
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const std::array<std::array<double,4>,4>& B) {
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std::array<std::array<double,4>,4> result{};
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for (int i = 0; i < 4; ++i) {
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for (int j = 0; j < 4; ++j) {
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double sum = 0.0;
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for (int k = 0; k < 4; ++k) {
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sum += A[i][k] * B[k][j];
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}
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result[i][j] = sum;
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}
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}
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return result;
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}
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std::array<std::array<double,4>,4> gameMatrix::rot3D(double angle_deg, char axis) {
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double angle = angle_deg * M_PI / 180.0; // Grad → Radiant
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double c = std::cos(angle);
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double s = std::sin(angle);
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std::array<std::array<double,4>,4> R{}; // alles 0 initialisiert
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switch (axis) {
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case 'x':
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R = {{
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{1, 0, 0, 0},
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{0, c, -s, 0},
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{0, s, c, 0},
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{0, 0, 0, 1}
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}};
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break;
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case 'y':
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R = {{
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||||||
{ c, 0, s, 0},
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{ 0, 1, 0, 0},
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||||||
{-s, 0, c, 0},
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||||||
{ 0, 0, 0, 1}
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||||||
}};
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||||||
break;
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||||||
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||||||
case 'z':
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||||||
R = {{
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||||||
{c, -s, 0, 0},
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||||||
{s, c, 0, 0},
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||||||
{0, 0, 1, 0},
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||||||
{0, 0, 0, 1}
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||||||
}};
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||||||
break;
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||||||
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||||||
default:
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||||||
throw std::invalid_argument("Axis must be 'x', 'y' or 'z'");
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||||||
}
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||||||
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||||||
return R;
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||||||
}
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||||||
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||||||
std::array<std::array<double,4>,4> gameMatrix::translate(const std::array<double, 3>& pos) {
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||||||
std::array<std::array<double,4>,4> T{{
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||||||
{1, 0, 0, pos[0]},
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||||||
{0, 1, 0, pos[1]},
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||||||
{0, 0, 1, pos[2]},
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||||||
{0, 0, 0, 1}
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||||||
}};
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||||||
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||||||
return T;
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|
||||||
}
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||||||
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|
||||||
// Created by Fabian Weber on 10.11.25.
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|
||||||
//
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|
||||||
+4
-6
@@ -21,17 +21,15 @@ int main()
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|||||||
camera.fovy = 45.0f;
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camera.fovy = 45.0f;
|
||||||
camera.projection = CAMERA_PERSPECTIVE;
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camera.projection = CAMERA_PERSPECTIVE;
|
||||||
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||||||
// cubePairs = {};
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|
||||||
// Nur 3 Farben für 3 Paare
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// Nur 3 Farben für 3 Paare
|
||||||
Color colors[] = { RED, GREEN, BLUE, YELLOW, PINK };
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Color colors[] = { RED, GREEN, BLUE };
|
||||||
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||||||
// 6 Karten-Positionen im 3x2 Raster
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// 6 Karten-Positionen im 3x2 Raster
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||||||
std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0},
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std::vector<Vec3> positions = {{-2, 0, -2}, {0, 0, -2}, {2, 0, -2},{-2, 0, 0}, {0, 0, 0}, {2, 0, 0}};
|
||||||
{2, 0, 0},{2,0,-4},{0,0,-4},{-2,0,-4},{-4,0,-2}};
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||||||
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|
||||||
// Farben doppelt in einen Pool legen und mischen
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// Farben doppelt in einen Pool legen und mischen
|
||||||
std::vector<Color> colorPool;
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std::vector<Color> colorPool;
|
||||||
for (int i = 0; i <5; i++)
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for (int i = 0; i < 3; i++)
|
||||||
{
|
{
|
||||||
colorPool.push_back(colors[i]);
|
colorPool.push_back(colors[i]);
|
||||||
colorPool.push_back(colors[i]);
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colorPool.push_back(colors[i]);
|
||||||
@@ -46,7 +44,7 @@ int main()
|
|||||||
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|
||||||
// Karten/Würfel erstellen
|
// Karten/Würfel erstellen
|
||||||
std::vector<gamecube> cubes;
|
std::vector<gamecube> cubes;
|
||||||
for (int i = 0; i < 10; i++)
|
for (int i = 0; i < 6; i++)
|
||||||
cubes.emplace_back(positions[i], colorPool[i]);
|
cubes.emplace_back(positions[i], colorPool[i]);
|
||||||
|
|
||||||
gamecube* first = nullptr;
|
gamecube* first = nullptr;
|
||||||
|
|||||||
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