cdn loaded latex math
This commit is contained in:
@@ -7,7 +7,6 @@ from pathlib import Path
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from jinja2 import Environment, FileSystemLoader
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import base64
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import random
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import time
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import yaml
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import marko
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@@ -19,6 +18,9 @@ from hashes.hashes import hash_list
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from htmlhandler import htmlhandler as Handler
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from lua import plugin_manager
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# Import your LaTeX extension
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from hashes.util.LaTeXRenderer import LaTeXExtension
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plugin_manager = plugin_manager.PluginManager()
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plugin_manager.load_all() # load plugins
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@@ -35,8 +37,8 @@ RUST_PARSER_PATH = ROOT / "fastmd" / "target" / "release" / f"fastmd{exe_ext}"
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if not RUST_PARSER_PATH.exists():
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RUST_PARSER_PATH = ROOT / "fastmd" / "target" / "debug" / f"fastmd{exe_ext}"
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# Python Markdown parser with table support
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markdown_parser = marko.Markdown(extensions=[GFM])
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# Python Markdown parser with table support AND LaTeX extension
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markdown_parser = marko.Markdown(extensions=[GFM, LaTeXExtension()])
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# Threshold for switching to Rust parser (number of lines)
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RUST_PARSER_THRESHOLD = 1000
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42
hashes/util/LaTeXRenderer.py
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42
hashes/util/LaTeXRenderer.py
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@@ -0,0 +1,42 @@
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# latex_extension.py
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import marko
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import marko.block
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import marko.inline
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from marko.md_renderer import MarkdownRenderer
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import re
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from log.Logger import Logger
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logger = Logger()
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class BlockFormula(marko.block.BlockElement):
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pattern = re.compile(r"\$\$ *\n([\s\S]+?)^\$\$ *$", re.MULTILINE)
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def __init__(self, match):
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logger.log_debug("Did shit at __init__ for blockformula")
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self.children = [marko.inline.RawText(match.group(1))]
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@classmethod
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def match(cls, source):
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return source.expect_re(cls.pattern)
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@classmethod
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def parse(cls, source):
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logger.log_debug("Did some shit with Latex")
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match = source.match
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source.consume()
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return match
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class Paragraph(marko.block.Paragraph):
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override = True
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@classmethod
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def break_paragraph(cls, source, lazy=False):
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if BlockFormula.match(source):
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return True
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return super().break_paragraph(source, lazy=lazy)
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class Renderer:
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def render_block_formula(self, element):
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# Render as HTML with MathJax-compatible format
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return '\n<div class="math-block">$$\n' + self.render_children(element) + '$$</div>\n'
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class LaTeXExtension:
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logger.log_debug("Did shit at __init__ for latexextension")
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elements = [BlockFormula, Paragraph]
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parser_mixins = []
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renderer_mixins = [Renderer]
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@@ -20,6 +20,8 @@
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<script src="https://cdnjs.cloudflare.com/ajax/libs/jszip/3.11.0/jszip.min.js"></script>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/FileSaver.js/2.0.5/FileSaver.min.js"></script>
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<script src="https://cdn.jsdelivr.net/npm/mathjax@3/es5/tex-mml-chtml.js" id="MathJax-script"></script>
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<!-- remove if causing issues -->
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<script src="../js/post/lazyimg.js"></script>
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<script src="../js/shared/theme.js"></script>
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104
lua/luarails.lua
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104
lua/luarails.lua
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@@ -0,0 +1,104 @@
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-- Guardrails and safe patterns for plugin development
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-- Safe string operations
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function safe_concat(...)
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local result = {}
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for i, v in ipairs({...}) do
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if v ~= nil then
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table.insert(result, tostring(v))
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end
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end
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return table.concat(result)
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end
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-- Safe table operations
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function table_contains(tbl, value)
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for _, v in ipairs(tbl) do
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if v == value then return true end
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end
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return false
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end
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function table_keys(tbl)
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local keys = {}
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for k, _ in pairs(tbl) do
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table.insert(keys, k)
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end
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return keys
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end
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function table_values(tbl)
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local values = {}
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for _, v in pairs(tbl) do
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table.insert(values, v)
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end
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return values
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end
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-- Safe string escaping
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function escape_html(str)
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if str == nil then return "" end
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local s = tostring(str)
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s = string.gsub(s, "&", "&")
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s = string.gsub(s, "<", "<")
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s = string.gsub(s, ">", ">")
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s = string.gsub(s, '"', """)
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s = string.gsub(s, "'", "'")
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return s
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end
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-- Pattern validation
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function is_valid_filename(name)
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if name == nil or name == "" then return false end
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-- Block directory traversal
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if string.match(name, "%.%.") then return false end
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if string.match(name, "/") or string.match(name, "\\\\") then return false end
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return true
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end
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-- Safe error handling wrapper
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function try_catch(fn, catch_fn)
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local status, err = pcall(fn)
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if not status and catch_fn then
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catch_fn(err)
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end
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return status
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end
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-- Request validation
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function validate_request(req, required_fields)
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if type(req) ~= "table" then return false, "Request must be a table" end
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for _, field in ipairs(required_fields) do
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if req[field] == nil then
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return false, "Missing required field: " .. field
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end
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end
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return true, nil
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end
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-- Rate limiting helper (simple in-memory)
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_rate_limits = _rate_limits or {}
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function check_rate_limit(key, max_calls, window_seconds)
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local now = os.time()
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if _rate_limits[key] == nil then
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_rate_limits[key] = {count = 1, window_start = now}
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return true
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end
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local rl = _rate_limits[key]
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if now - rl.window_start > window_seconds then
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-- Reset window
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rl.count = 1
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rl.window_start = now
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return true
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end
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if rl.count >= max_calls then
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return false
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end
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rl.count = rl.count + 1
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return true
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end
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log("Lua guardrails initialized")
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128
markdown/Rotation.md
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128
markdown/Rotation.md
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@@ -0,0 +1,128 @@
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---
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summary: "Würfelrotation mit Matrizen die Multipliziert werden erkläret"
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---
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# Rotation eines Würfels um die x-Achse
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Wir wollen verstehen, wie man einen Würfel im Raum um die x-Achse dreht.
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## 1. Punkte eines Würfels
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Ein Würfel hat 8 Eckpunkte. Wenn wir den Würfel in der Mitte des Koordinatensystems platzieren, können wir die Punkte als Vektoren schreiben:
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$$
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\mathbf{A} = (1, 1, 1), \quad
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\mathbf{B} = (1, 1, -1), \quad
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\mathbf{C} = (1, -1, 1), \quad
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\mathbf{D} = (1, -1, -1)
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$$
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$$
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\mathbf{E} = (-1, 1, 1), \quad
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\mathbf{F} = (-1, 1, -1), \quad
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\mathbf{G} = (-1, -1, 1), \quad
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\mathbf{H} = (-1, -1, -1)
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$$
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Jeder Punkt hat drei Koordinaten
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$$
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(x', y', z')
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$$
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## 2. Rotationsmatrix um die x-Achse
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Wenn wir einen Punkt
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$$
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\mathbf{v} = \begin{pmatrix} x \\ y \\ z \end{pmatrix}
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$$
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um die x-Achse um einen Winkel $\theta$ drehen wollen, benutzen wir die Rotationsmatrix:
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$$
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R_x(\theta) =
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\begin{pmatrix}
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1 & 0 & 0 \\
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0 & \cos\theta & -\sin\theta \\
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0 & \sin\theta & \cos\theta
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\end{pmatrix}
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$$
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**Hinweis:**
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- Die x-Koordinate bleibt gleich, weil wir um die x-Achse drehen.
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- y und z verändern sich je nach Winkel $\theta$.
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## 3. Berechnung des neuen Punktes
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Der neue Punkt $\mathbf{v}'$ nach der Drehung ist:
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$$
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\mathbf{v}' = R_x(\theta) \mathbf{v} =
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\begin{pmatrix}
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1 & 0 & 0 \\
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0 & \cos\theta & -\sin\theta \\
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0 & \sin\theta & \cos\theta
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\end{pmatrix}
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\begin{pmatrix} x \\ y \\ z \end{pmatrix} =
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\begin{pmatrix}
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x \\
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y \cos\theta - z \sin\theta \\
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y \sin\theta + z \cos\theta
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\end{pmatrix}
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$$
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## 4. Beispiel
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Drehen wir den Punkt
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$$
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\mathbf{A} = (1,1,1)
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$$
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um
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$$
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\theta = 90^\circ = \frac{\pi}{2}
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$$
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Dann gilt:
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$$
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\cos \theta = 0, \quad \sin \theta = 1
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$$
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$$
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\mathbf{A}' =
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\begin{pmatrix}
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1 \\
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1 \cdot 0 - 1 \cdot 1 \\
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1 \cdot 1 + 1 \cdot 0
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\end{pmatrix} =
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\begin{pmatrix}
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1 \\ -1 \\ 1
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\end{pmatrix}
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$$
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## 5. Tabelle aller Punkte nach Rotation
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$$
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\begin{array}{c|c}
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\text{Originalpunkt} & \text{Punkt nach Rotation} \\
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\hline
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A (1,1,1) & (1,-1,1) \\
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B (1,1,-1) & (1,-1,-1) \\
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C (1,-1,1) & (1,-1,-1) \\
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D (1,-1,-1) & (1,1,-1) \\
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E (-1,1,1) & (-1,-1,1) \\
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F (-1,1,-1) & (-1,-1,-1) \\
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G (-1,-1,1) & (-1,1,1) \\
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H (-1,-1,-1) & (-1,1,-1) \\
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\end{array}
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$$
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## Fazit
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- x bleibt unverändert
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- y und z ändern sich je nach Winkel
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- Rotationsmatrizen sind ein mächtiges Werkzeug, um Objekte im 3D-Raum zu bewegen
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