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90728defd6 |
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@@ -0,0 +1,64 @@
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========================================================
|
||||
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.
|
||||
========================================================
|
||||
@@ -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.
|
||||
========================================================
|
||||
@@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
#include <chrono>
|
||||
|
||||
class Timer {
|
||||
public:
|
||||
void start();
|
||||
void stop();
|
||||
long long elapsedMs() const;
|
||||
|
||||
private:
|
||||
std::chrono::time_point<std::chrono::high_resolution_clock> startTime;
|
||||
std::chrono::time_point<std::chrono::high_resolution_clock> endTime;
|
||||
bool running = false;
|
||||
};
|
||||
@@ -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.
|
||||
//
|
||||
@@ -0,0 +1,22 @@
|
||||
#include "gametimer.h"
|
||||
|
||||
void Timer::start() {
|
||||
running = true;
|
||||
startTime = std::chrono::high_resolution_clock::now();
|
||||
}
|
||||
|
||||
void Timer::stop() {
|
||||
running = false;
|
||||
endTime = std::chrono::high_resolution_clock::now();
|
||||
}
|
||||
|
||||
long long Timer::elapsedMs() const {
|
||||
if (running) {
|
||||
return std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||
std::chrono::high_resolution_clock::now() - startTime
|
||||
).count();
|
||||
}
|
||||
return std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||
endTime - startTime
|
||||
).count();
|
||||
}
|
||||
+31
-3
@@ -1,4 +1,5 @@
|
||||
#include "../../prog_3/includes/gamecube.h"
|
||||
#include "gamecube.h"
|
||||
#include "gametimer.h"
|
||||
#include <algorithm>
|
||||
#include <ctime>
|
||||
|
||||
@@ -14,6 +15,9 @@ int main()
|
||||
InitWindow(800, 600, "3D Memory Game with Matrix3D Library");
|
||||
SetTargetFPS(60);
|
||||
|
||||
Timer timer;
|
||||
timer.start();
|
||||
|
||||
Camera3D camera{};
|
||||
camera.position = {6.0f, 6.0f, 6.0f};
|
||||
camera.target = {0.0f, 0.0f, 0.0f};
|
||||
@@ -108,9 +112,15 @@ int main()
|
||||
}
|
||||
|
||||
// Gewinnprüfung
|
||||
if (!gameWon)
|
||||
gameWon = std::all_of(cubes.begin(), cubes.end(), [](const gamecube &c){ return c.IsMatched(); });
|
||||
// Gewinnprüfung
|
||||
if (!gameWon) {
|
||||
gameWon = std::all_of(cubes.begin(), cubes.end(),
|
||||
[](const gamecube &c){ return c.IsMatched(); });
|
||||
|
||||
if (gameWon)
|
||||
timer.stop();
|
||||
}
|
||||
// <--- NEU
|
||||
// -----------------------------------------------------------
|
||||
// Zeichnen
|
||||
// -----------------------------------------------------------
|
||||
@@ -128,6 +138,24 @@ int main()
|
||||
else
|
||||
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
|
||||
|
||||
if (gameWon)
|
||||
DrawText("Congrats! You found all pairs!", 150, 260, 30, DARKBLUE);
|
||||
else
|
||||
DrawText("Flip 2 cubes - find matching pairs!", 10, 10, 20, DARKGRAY);
|
||||
|
||||
|
||||
if (!gameWon) {
|
||||
long long elapsed = timer.elapsedMs() / 1000; // Sekunden
|
||||
std::string timeStr = "Time: " + std::to_string(elapsed) + "s";
|
||||
DrawText(timeStr.c_str(), 10, 40, 20, DARKGRAY);
|
||||
} else {
|
||||
// Optional: Endzeit anzeigen
|
||||
long long totalTime = timer.elapsedMs() / 1000;
|
||||
std::string endStr = "Finished in " + std::to_string(totalTime) + " seconds!";
|
||||
DrawText(endStr.c_str(), 150, 300, 25, DARKBLUE);
|
||||
}
|
||||
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user