mirror of
https://github.com/HandmadeMath/HandmadeMath.git
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Merge remote-tracking branch 'upstream/master' into unit-tests
# Conflicts: # README.md
This commit is contained in:
@@ -1,5 +1,5 @@
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/*
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/*
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HandmadeMath.h v0.5
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HandmadeMath.h v0.5.2
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This is a single header file with a bunch of useful functions for
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This is a single header file with a bunch of useful functions for
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basic game math operations.
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basic game math operations.
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@@ -116,7 +116,12 @@
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(*) Added matrix subtraction and += for hmm_mat4
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(*) Added matrix subtraction and += for hmm_mat4
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(*) Reconciled all headers and implementations
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(*) Reconciled all headers and implementations
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(*) Tidied up, and filled in a few missing operators
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(*) Tidied up, and filled in a few missing operators
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0.5.1
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(*) Ensured column-major order for matrices throughout
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(*) Fixed HMM_Translate producing row-major matrices
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0.5.2
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(*) Fixed SSE code in HMM_SqrtF
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(*) Fixed SSE code in HMM_RSqrtF
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LICENSE
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LICENSE
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@@ -530,9 +535,9 @@ HMM_SqrtF(float Value)
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#ifdef HANDMADE_MATH_NO_SSE
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#ifdef HANDMADE_MATH_NO_SSE
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Result = sqrtf(Value);
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Result = sqrtf(Value);
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#else
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#else
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__m128 In = _mm_load_ss(&Value);
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__m128 In = _mm_set_ss(Value);
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__m128 Out = _mm_sqrt_ss(In);
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__m128 Out = _mm_sqrt_ss(In);
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_mm_store_ss(&Result, Out);
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Result = _mm_cvtss_f32(Out);
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#endif
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#endif
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return(Result);
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return(Result);
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@@ -546,9 +551,9 @@ HMM_RSqrtF(float Value)
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#ifdef HANDMADE_MATH_NO_SSE
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#ifdef HANDMADE_MATH_NO_SSE
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Result = 1.0f/HMM_SqrtF(Value);
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Result = 1.0f/HMM_SqrtF(Value);
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#else
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#else
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__m128 In = _mm_load_ss(&Value);
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__m128 In = _mm_set_ss(Value);
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__m128 Out = _mm_rsqrt_ss(In);
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__m128 Out = _mm_rsqrt_ss(In);
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_mm_store_ss(&Result, Out);
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Result = _mm_cvtss_f32(Out);
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#endif
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#endif
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return(Result);
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return(Result);
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@@ -857,7 +862,7 @@ HMM_MultiplyVec3(hmm_vec3 Left, hmm_vec3 Right)
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{
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{
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hmm_vec3 Result = {0};
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hmm_vec3 Result = {0};
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Result.X = Left.Z * Right.X;
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Result.X = Left.X * Right.X;
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Result.Y = Left.Y * Right.Y;
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Result.Y = Left.Y * Right.Y;
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Result.Z = Left.Z * Right.Z;
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Result.Z = Left.Z * Right.Z;
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@@ -987,16 +992,6 @@ HMM_Mat4d(float Diagonal)
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{
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{
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hmm_mat4 Result = HMM_Mat4();
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hmm_mat4 Result = HMM_Mat4();
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int Rows;
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for(Rows = 0; Rows < 4; ++Rows)
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{
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int Columns;
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for(Columns = 0; Columns < 4; ++Columns)
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{
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Result.Elements[Rows][Columns] = 0.0f;
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}
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}
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Result.Elements[0][0] = Diagonal;
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Result.Elements[0][0] = Diagonal;
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Result.Elements[1][1] = Diagonal;
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Result.Elements[1][1] = Diagonal;
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Result.Elements[2][2] = Diagonal;
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Result.Elements[2][2] = Diagonal;
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@@ -1010,13 +1005,13 @@ HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
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{
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{
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hmm_mat4 Result = HMM_Mat4();
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hmm_mat4 Result = HMM_Mat4();
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int Rows;
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int Columns;
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for (Rows = 0; Rows < 4; ++Rows)
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for(Columns = 0; Columns < 4; ++Columns)
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{
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{
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int Columns;
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int Rows;
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for (Columns = 0; Columns < 4; ++Columns)
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for(Rows = 0; Rows < 4; ++Rows)
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{
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{
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Result.Elements[Rows][Columns] = Left.Elements[Rows][Columns] + Right.Elements[Rows][Columns];
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Result.Elements[Columns][Rows] = Left.Elements[Columns][Rows] + Right.Elements[Columns][Rows];
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}
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}
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}
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}
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@@ -1028,13 +1023,13 @@ HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
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{
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{
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hmm_mat4 Result = HMM_Mat4();
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hmm_mat4 Result = HMM_Mat4();
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int Rows;
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int Columns;
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for (Rows = 0; Rows < 4; ++Rows)
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for(Columns = 0; Columns < 4; ++Columns)
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{
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{
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int Columns;
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int Rows;
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for (Columns = 0; Columns < 4; ++Columns)
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for(Rows = 0; Rows < 4; ++Rows)
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{
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{
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Result.Elements[Rows][Columns] = Left.Elements[Rows][Columns] - Right.Elements[Rows][Columns];
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Result.Elements[Columns][Rows] = Left.Elements[Columns][Rows] - Right.Elements[Columns][Rows];
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}
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}
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}
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}
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@@ -1046,20 +1041,20 @@ HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
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{
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{
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hmm_mat4 Result = HMM_Mat4();
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hmm_mat4 Result = HMM_Mat4();
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int Rows;
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int Columns;
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for(Rows = 0; Rows < 4; ++Rows)
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for(Columns = 0; Columns < 4; ++Columns)
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{
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{
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int Columns;
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int Rows;
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for(Columns = 0; Columns < 4; ++Columns)
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for(Rows = 0; Rows < 4; ++Rows)
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{
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{
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float Sum = 0;
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float Sum = 0;
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int CurrentMatrice;
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int CurrentMatrice;
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for(CurrentMatrice = 0; CurrentMatrice < 4; ++CurrentMatrice)
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for(CurrentMatrice = 0; CurrentMatrice < 4; ++CurrentMatrice)
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{
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{
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Sum += Right.Elements[Rows][CurrentMatrice] * Left.Elements[CurrentMatrice][Columns];
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Sum += Left.Elements[CurrentMatrice][Rows] * Right.Elements[Columns][CurrentMatrice];
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}
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}
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Result.Elements[Rows][Columns] = Sum;
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Result.Elements[Columns][Rows] = Sum;
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}
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}
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}
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}
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@@ -1071,13 +1066,13 @@ HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
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{
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{
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hmm_mat4 Result = HMM_Mat4();
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hmm_mat4 Result = HMM_Mat4();
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int Rows;
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int Columns;
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for (Rows = 0; Rows < 4; ++Rows)
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for(Columns = 0; Columns < 4; ++Columns)
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{
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{
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int Columns;
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int Rows;
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for (Columns = 0; Columns < 4; ++Columns)
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for(Rows = 0; Rows < 4; ++Rows)
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{
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{
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Result.Elements[Rows][Columns] = Matrix.Elements[Rows][Columns] * Scalar;
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Result.Elements[Columns][Rows] = Matrix.Elements[Columns][Rows] * Scalar;
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}
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}
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}
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}
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@@ -1089,13 +1084,13 @@ HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
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{
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{
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hmm_vec4 Result = {0};
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hmm_vec4 Result = {0};
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int Rows, Columns;
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int Columns, Rows;
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for(Rows = 0; Rows < 4; ++Rows)
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for(Rows = 0; Rows < 4; ++Rows)
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{
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{
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float Sum = 0;
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float Sum = 0;
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for(Columns = 0; Columns < 4; ++Columns)
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for(Columns = 0; Columns < 4; ++Columns)
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{
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{
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Sum += Matrix.Elements[Rows][Columns] * Vector.Elements[Columns];
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Sum += Matrix.Elements[Columns][Rows] * Vector.Elements[Columns];
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}
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}
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Result.Elements[Rows] = Sum;
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Result.Elements[Rows] = Sum;
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@@ -1109,13 +1104,13 @@ HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
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{
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{
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hmm_mat4 Result = HMM_Mat4();
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hmm_mat4 Result = HMM_Mat4();
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int Rows;
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int Columns;
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for (Rows = 0; Rows < 4; ++Rows)
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for(Columns = 0; Columns < 4; ++Columns)
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{
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{
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int Columns;
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int Rows;
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for (Columns = 0; Columns < 4; ++Columns)
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for(Rows = 0; Rows < 4; ++Rows)
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{
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{
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Result.Elements[Rows][Columns] = Matrix.Elements[Rows][Columns] / Scalar;
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Result.Elements[Columns][Rows] = Matrix.Elements[Columns][Rows] / Scalar;
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}
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}
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}
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}
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@@ -1160,9 +1155,9 @@ HMM_Translate(hmm_vec3 Translation)
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{
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{
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hmm_mat4 Result = HMM_Mat4d(1.0f);
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hmm_mat4 Result = HMM_Mat4d(1.0f);
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Result.Elements[0][3] = Translation.X;
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Result.Elements[3][0] = Translation.X;
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Result.Elements[1][3] = Translation.Y;
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Result.Elements[3][1] = Translation.Y;
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Result.Elements[2][3] = Translation.Z;
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Result.Elements[3][2] = Translation.Z;
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return (Result);
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return (Result);
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}
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}
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25
README.md
25
README.md
@@ -1,19 +1,26 @@
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# Handmade-Math
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# Handmade-Math
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------
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------
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Single-file public domain game math library for C/C++
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Single-file cross-platform public domain game math library for C/C++
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Version | Changes |
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Version | Changes |
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----------------|----------------|
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----------------|----------------|
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**0.5** | Added scalar operations on vectors and matrices, added += and -= for hmm_mat4, reconciled headers and implementations, tidied up in general |
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**0.5.2** | Fixed SSE code in HMM_SqrtF and HMM_RSqrtF |
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**0.4** | Added SSE Optimized HMM_SqrtF, HMM_RSqrtF, Removed use of CRT |
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**0.5.1** | Fixed HMM_Translate producing row-major matrices, ensured column-major order for matrices throughout |
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**0.3** | Added +=,-=, *=, /= for hmm_vec2, hmm_vec3, hmm_vec4 |
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**0.5** | Added scalar operations on vectors and matrices, added += and -= for hmm_mat4, reconciled headers and implementations, tidied up in general |
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**0.2b** | Disabled warning C4201 on MSVC, Added 64bit percision on HMM_PI |
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**0.4** | Added SSE Optimized HMM_SqrtF, HMM_RSqrtF, Removed use of C Runtime |
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**0.2a** | Prefixed Macros |
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**0.3** | Added +=,-=, *=, /= for hmm_vec2, hmm_vec3, hmm_vec4 |
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**0.2** | Updated Documentation, Fixed C Compliance, Prefixed all functions, and added better operator overloading |
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**0.2b** | Disabled warning C4201 on MSVC, Added 64bit percision on HMM_PI |
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**0.1** | Initial Version |
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**0.2a** | Prefixed Macros |
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**0.2** | Updated Documentation, Fixed C Compliance, Prefixed all functions, and added better operator overloading |
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**0.1** | Initial Version |
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_ID: In Development_
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-----
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_This library is free and will stay free, but if you would like to support development, or you are a company using HandmadeMath, please consider financial support._
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[](http://www.patreon.com/strangezak) [](https://www.paypal.me/zakarystrange)
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## FAQ
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## FAQ
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Reference in New Issue
Block a user