Fixed some bugs

This commit is contained in:
Zak Strange
2016-04-02 21:10:31 -07:00
parent 9e072b7fbd
commit 52f373cbfe

View File

@@ -1,7 +1,7 @@
/*
HandmadeMath.h v0.1
This is a single header file with a bunch of useful functions for
This is a single header file with a bunch of useful functions for
basic game math operations.
==========================================================================
You MUST
@@ -44,6 +44,7 @@
Functionality:
Matt Mascarenhas (@miblo_)
Aleph
Fixes:
Jeroen van Rijn (@J_vanRijn)
@@ -54,8 +55,8 @@
#ifndef HANDMADE_MATH_H
#define HANDMADE_MATH_H
// TODO(zak): Make some sort of documentation for this and a way to remove it
#include <math.h>
#include <math.h> // TODO(zak): Remove this later on
#ifdef __cplusplus
extern "C" {
@@ -68,7 +69,7 @@ extern "C" {
#endif
#if _MSC_VER && !__INTEL_COMPILER
#define HINLINE __inline
#define HINLINE __inline
#else
#define HINLINE inline
#endif
@@ -76,6 +77,12 @@ extern "C" {
#define Pi32 3.14159265359f
#define HMM_PI 3.14159265358979323846
#define MIN(a, b) (a) > (b) ? (b) : (a)
#define MAX(a, b) (a) < (b) ? (b) : (a)
#define ABS(a) (a) < 0 ? -(a) : (a)
#define MOD(a, m) ((a) % (m)) >= 0 ? ((a) % (m)) : (((a) % (m)) + (m))
#define Square(x) ((x) * (x))
typedef union vec2
{
struct
@@ -153,7 +160,7 @@ typedef union vec4
};
};
float W;
float W;
};
struct
{
@@ -166,7 +173,7 @@ typedef union vec4
};
};
float A;
float A;
};
struct
@@ -198,46 +205,78 @@ typedef union mat4
float Elements[4][4];
} mat4;
HMMDEF HINLINE float Power(float Base, int Exponent);
HMMDEF HINLINE float Clamp(float Min, float Value, float Max);
HMMDEF HINLINE vec3 Normalize(vec3 A);
HMMDEF HINLINE vec3 Cross(vec3 VecOne, vec3 VecTwo);
HMMDEF HINLINE float Dot(vec3 VecOne, vec3 VecTwo);
HMMDEF float
Power(float Base, int Exponent);
HMMDEF float
Clamp(float Min, float Value, float Max);
HMMDEF vec3
Normalize(vec3 A);
HMMDEF vec3
Cross(vec3 VecOne, vec3 VecTwo);
HMMDEF float
Dot(vec3 VecOne, vec3 VecTwo);
HMMDEF HINLINE vec2 Vec2i(int X, int Y);
HMMDEF HINLINE vec2 Vec2(float X, float Y);
HMMDEF HINLINE vec3 Vec3(float X, float Y, float Z);
HMMDEF HINLINE vec3 Vec3i(int X, int Y, int Z);
HMMDEF HINLINE vec4 Vec4(float X, float Y, float Z, float W);
HMMDEF HINLINE vec4 Vec4i(int X, int Y, int Z, int W);
HMMDEF vec2
Vec2i(int X, int Y);
HMMDEF vec2
Vec2(float X, float Y);
HMMDEF vec3
Vec3(float X, float Y, float Z);
HMMDEF vec3
Vec3i(int X, int Y, int Z);
HMMDEF vec4
Vec4(float X, float Y, float Z, float W);
HMMDEF vec4
Vec4i(int X, int Y, int Z, int W);
HMMDEF HINLINE vec2 AddVec2(vec2 Left, vec2 Right);
HMMDEF HINLINE vec3 AddVec3(vec3 Left, vec3 Right);
HMMDEF HINLINE vec4 AddVec4(vec4 Left, vec4 Right);
HMMDEF vec2
AddVec2(vec2 Left, vec2 Right);
HMMDEF vec3
AddVec3(vec3 Left, vec3 Right);
HMMDEF vec4
AddVec4(vec4 Left, vec4 Right);
HMMDEF HINLINE vec2 SubtractVec2(vec2 Left, vec2 Right);
HMMDEF HINLINE vec3 SubtractVec3(vec3 Left, vec3 Right);
HMMDEF HINLINE vec4 SubtractVec4(vec4 Left, vec4 Right);
HMMDEF vec2
SubtractVec2(vec2 Left, vec2 Right);
HMMDEF vec3
SubtractVec3(vec3 Left, vec3 Right);
HMMDEF vec4
SubtractVec4(vec4 Left, vec4 Right);
HMMDEF HINLINE vec2 MultiplyVec2(vec2 Left, vec2 Right);
HMMDEF HINLINE vec3 MultiplyVec3(vec3 Left, vec3 Right);
HMMDEF HINLINE vec4 MultiplyVec4(vec4 Left, vec4 Right);
HMMDEF vec2
MultiplyVec2(vec2 Left, vec2 Right);
HMMDEF vec3
MultiplyVec3(vec3 Left, vec3 Right);
HMMDEF vec4
MultiplyVec4(vec4 Left, vec4 Right);
HMMDEF HINLINE vec2 DivideVec2(vec2 Left, vec2 Right);
HMMDEF HINLINE vec3 DivideVec3(vec3 Left, vec3 Right);
HMMDEF HINLINE vec4 DivideVec4(vec4 Left, vec4 Right);
HMMDEF vec2
DivideVec2(vec2 Left, vec2 Right);
HMMDEF vec3
DivideVec3(vec3 Left, vec3 Right);
HMMDEF vec4
DivideVec4(vec4 Left, vec4 Right);
HMMDEF mat4 Mat4(void);
HMMDEF mat4 Mat4d(float Diagonal);
HMMDEF mat4 MultiplyMat4(mat4 Left, mat4 Right);
HMMDEF mat4
Mat4(void);
HMMDEF mat4
Mat4d(float Diagonal);
HMMDEF mat4
MultiplyMat4(mat4 Left, mat4 Right);
HMMDEF mat4 Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far);
HMMDEF mat4 Perspective(float FOV, float AspectRatio, float Near, float Far);
HMMDEF mat4 Translate(vec3 Translation);
HMMDEF mat4 Rotate(float Angle, vec3 Axis);
HMMDEF mat4 Scale(vec3 Scale);
HMMDEF mat4
Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far);
HMMDEF mat4
Perspective(float FOV, float AspectRatio, float Near, float Far);
HMMDEF mat4
Translate(vec3 Translation);
HMMDEF mat4
Rotate(float Angle, vec3 Axis);
HMMDEF mat4
Scale(vec3 Scale);
HMMDEF mat4 LookAt(vec3 Eye, vec3 Center, vec3 Up);
HMMDEF mat4
LookAt(vec3 Eye, vec3 Center, vec3 Up);
#ifdef __cplusplus
}
@@ -245,41 +284,63 @@ HMMDEF mat4 LookAt(vec3 Eye, vec3 Center, vec3 Up);
#ifdef HANDMADE_MATH_CPP_MODE
HMMDEF HINLINE vec2 Add(int X, int Y);
HMMDEF HINLINE vec3 Add(int X, int Y, int Z);
HMMDEF HINLINE vec4 Add(int X, int Y, int Z, int W);
HMMDEF vec2
Add(int X, int Y);
HMMDEF vec3
Add(int X, int Y, int Z);
HMMDEF vec4
Add(int X, int Y, int Z, int W);
HMMDEF HINLINE vec2 Subtract(int X, int Y);
HMMDEF HINLINE vec3 Subtract(int X, int Y, int Z);
HMMDEF HINLINE vec4 Subtract(int X, int Y, int Z, int W);
HMMDEF vec2
Subtract(int X, int Y);
HMMDEF vec3
Subtract(int X, int Y, int Z);
HMMDEF vec4
Subtract(int X, int Y, int Z, int W);
HMMDEF HINLINE vec2 Multiply(int X, int Y);
HMMDEF HINLINE vec3 Multiply(int X, int Y, int Z);
HMMDEF HINLINE vec4 Multiply(int X, int Y, int Z, int W);
HMMDEF HINLINE mat4 Multiply(mat4 Left, mat4 Right);
HMMDEF vec2
Multiply(int X, int Y);
HMMDEF vec3
Multiply(int X, int Y, int Z);
HMMDEF vec4
Multiply(int X, int Y, int Z, int W);
HMMDEF mat4
Multiply(mat4 Left, mat4 Right);
HMMDEF HINLINE vec2 Divide(int X, int Y);
HMMDEF HINLINE vec3 Divide(int X, int Y, int Z);
HMMDEF HINLINE vec4 Divide(int X, int Y, int Z, int W);
HMMDEF vec2
Divide(int X, int Y);
HMMDEF vec3
Divide(int X, int Y, int Z);
HMMDEF vec4
Divide(int X, int Y, int Z, int W);
HMMDEF vec2 operator+(vec2 Left, vec2 Right);
HMMDEF vec3 operator+(vec3 Left, vec3 Right);
HMMDEF vec4 operator+(vec4 Left, vec4 Right);
HMMDEF vec2
operator+(vec2 Left, vec2 Right);
HMMDEF vec3
operator+(vec3 Left, vec3 Right);
HMMDEF vec4
operator+(vec4 Left, vec4 Right);
HMMDEF vec2 operator-(vec2 Left, vec2 Right);
HMMDEF vec3 operator-(vec3 Left, vec3 Right);
HMMDEF vec4 operator-(vec4 Left, vec4 Right);
HMMDEF vec2
operator-(vec2 Left, vec2 Right);
HMMDEF vec3
operator-(vec3 Left, vec3 Right);
HMMDEF vec4
operator-(vec4 Left, vec4 Right);
HMMDEF vec2 operator*(vec2 Left, vec2 Right);
HMMDEF vec3 operator*(vec3 Left, vec3 Right);
HMMDEF vec4 operator*(vec4 Left, vec4 Right);
HMMDEF mat4 operator*(mat4 Left, mat4 Right);
HMMDEF vec3 operator*(vec3 Left, float Right);
HMMDEF vec2 operator*(vec2 Left, float Right);
HMMDEF vec2 operator/(vec2 Left, vec2 Right);
HMMDEF vec3 operator/(vec3 Left, vec3 Right);
HMMDEF vec4 operator/(vec4 Left, vec4 Right);
HMMDEF vec2
operator/(vec2 Left, vec2 Right);
HMMDEF vec3
operator/(vec3 Left, vec3 Right);
HMMDEF vec4
operator/(vec4 Left, vec4 Right);
#endif /* HANDMADE_MATH_CPP */
@@ -292,15 +353,15 @@ ToRadians(float Degrees)
{
float Result = Degrees * (Pi32 / 180.0f);
return(Result);
return (Result);
}
HMMDEF HINLINE float
Inner(vec3 A, vec3 B)
{
float Result = A.X*B.X + A.Y*B.Y + A.Z*B.Z;
float Result = A.X * B.X + A.Y * B.Y + A.Z * B.Z;
return(Result);
return (Result);
}
HMMDEF HINLINE float
@@ -308,7 +369,7 @@ SquareRoot(float Float)
{
float Result = sqrtf(Float);
return(Result);
return (Result);
}
HMMDEF HINLINE float
@@ -316,30 +377,30 @@ LengthSq(vec3 A)
{
float Result = Inner(A, A);
return(Result);
return (Result);
}
HMMDEF HINLINE float
Length(vec3 A)
{
float Result = SquareRoot(LengthSq(A));
return(Result);
return (Result);
}
HMMDEF HINLINE float
Power(float Base, int Exponent)
{
float Result = 1;
if (Exponent > 0)
if(Exponent > 0)
{
for (int i = 0; i < Exponent; ++i)
for(int i = 0; i < Exponent; ++i)
{
Result *= Base;
}
}
else
{
for (int i = 0; i > Exponent; --i)
for(int i = 0; i > Exponent; --i)
{
Result /= Base;
}
@@ -352,7 +413,7 @@ Lerp(float A, float Time, float B)
{
float Result = (1.0f - Time) * A + Time * B;
return(Result);
return (Result);
}
HMMDEF HINLINE float
@@ -369,7 +430,7 @@ Clamp(float Min, float Value, float Max)
Result = Max;
}
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -377,7 +438,7 @@ Normalize(vec3 A)
{
vec3 Result = A * (1.0f / Length(A));
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -389,7 +450,7 @@ Cross(vec3 VecOne, vec3 VecTwo)
Result.Y = (VecOne.Z * VecTwo.X) - (VecOne.X * VecTwo.Z);
Result.Z = (VecOne.X * VecTwo.Y) - (VecOne.Y * VecTwo.X);
return(Result);
return (Result);
}
HMMDEF HINLINE float
@@ -397,11 +458,9 @@ Dot(vec3 VecOne, vec3 VecTwo)
{
float Result = 0;
Result = (VecOne.X * VecTwo.X) +
(VecOne.Y * VecTwo.Y) +
(VecOne.Z * VecTwo.Z);
Result = (VecOne.X * VecTwo.X) + (VecOne.Y * VecTwo.Y) + (VecOne.Z * VecTwo.Z);
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -412,7 +471,7 @@ Vec2(float X, float Y)
Result.X = X;
Result.Y = Y;
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -423,7 +482,7 @@ Vec2i(int X, int Y)
Result.X = (float)X;
Result.Y = (float)Y;
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -435,7 +494,7 @@ Vec3(float X, float Y, float Z)
Result.Y = Y;
Result.Z = Z;
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -447,7 +506,7 @@ Vec3i(int X, int Y, int Z)
Result.Y = (float)Y;
Result.Z = (float)Z;
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -460,7 +519,7 @@ Vec4(float X, float Y, float Z, float W)
Result.Z = Z;
Result.W = W;
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -473,8 +532,8 @@ Vec4i(int X, int Y, int Z, int W)
Result.Z = (float)Z;
Result.W = (float)W;
return(Result);
}
return (Result);
}
HMMDEF HINLINE vec2
AddVec2(vec2 Left, vec2 Right)
@@ -484,7 +543,7 @@ AddVec2(vec2 Left, vec2 Right)
Result.X = Left.X + Right.X;
Result.Y = Left.Y + Right.Y;
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -496,7 +555,7 @@ AddVec3(vec3 Left, vec3 Right)
Result.Y = Left.Y + Right.Y;
Result.Z = Left.Z + Right.Z;
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -509,7 +568,7 @@ AddVec4(vec4 Left, vec4 Right)
Result.Z = Left.Z + Right.Z;
Result.W = Left.W + Right.W;
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -520,7 +579,7 @@ SubtractVec2(vec2 Left, vec2 Right)
Result.X = Left.X - Right.X;
Result.Y = Left.Y - Right.Y;
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -532,7 +591,7 @@ SubtractVec3(vec3 Left, vec3 Right)
Result.Y = Left.Y - Right.Y;
Result.Z = Left.Z - Right.Z;
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -545,7 +604,7 @@ SubtractVec4(vec4 Left, vec4 Right)
Result.Z = Left.Z - Right.Z;
Result.W = Left.W - Right.W;
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -556,7 +615,7 @@ MultiplyVec2(vec2 Left, vec2 Right)
Result.X = Left.X * Right.X;
Result.Y = Left.Y * Right.Y;
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -568,7 +627,7 @@ MultiplyVec3(vec3 Left, vec3 Right)
Result.Y = Left.Y * Right.Y;
Result.Z = Left.Z * Right.Z;
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -581,7 +640,7 @@ MultiplyVec4(vec4 Left, vec4 Right)
Result.Z = Left.Z * Right.Z;
Result.W = Left.W * Right.W;
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -592,7 +651,7 @@ DivideVec2(vec2 Left, vec2 Right)
Result.X = Left.X / Right.X;
Result.Y = Left.Y / Right.Y;
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -604,7 +663,7 @@ DivideVec3(vec3 Left, vec3 Right)
Result.Y = Left.Y / Right.Y;
Result.Z = Left.Z / Right.Z;
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -617,26 +676,23 @@ DivideVec4(vec4 Left, vec4 Right)
Result.Z = Left.Z / Right.Z;
Result.W = Left.W / Right.W;
return(Result);
return (Result);
}
HMMDEF mat4 Mat4()
HMMDEF mat4
Mat4()
{
mat4 Result;
for(int Rows = 0;
Rows < 4;
++Rows)
for(int Rows = 0; Rows < 4; ++Rows)
{
for(int Columns = 0;
Columns < 4;
++Columns)
for(int Columns = 0; Columns < 4; ++Columns)
{
Result.Elements[Rows][Columns] = 0.0f;
}
}
return(Result);
return (Result);
}
HMMDEF mat4
@@ -644,13 +700,9 @@ Mat4d(float Diagonal)
{
mat4 Result;
for(int Rows = 0;
Rows < 4;
++Rows)
for(int Rows = 0; Rows < 4; ++Rows)
{
for(int Columns = 0;
Columns < 4;
++Columns)
for(int Columns = 0; Columns < 4; ++Columns)
{
Result.Elements[Rows][Columns] = 0.0f;
}
@@ -661,7 +713,7 @@ Mat4d(float Diagonal)
Result.Elements[2][2] = Diagonal;
Result.Elements[3][3] = Diagonal;
return(Result);
return (Result);
}
HMMDEF mat4
@@ -669,18 +721,12 @@ MultiplyMat4(mat4 Left, mat4 Right)
{
mat4 Result = Mat4();
for(int Rows = 0;
Rows < 4;
++Rows)
for(int Rows = 0; Rows < 4; ++Rows)
{
for(int Columns = 0;
Columns < 4;
++Columns)
for(int Columns = 0; Columns < 4; ++Columns)
{
float Sum = 0;
for(int CurrentMatrice = 0;
CurrentMatrice < 4;
++CurrentMatrice)
for(int CurrentMatrice = 0; CurrentMatrice < 4; ++CurrentMatrice)
{
Sum += Right.Elements[Rows][CurrentMatrice] * Left.Elements[CurrentMatrice][Columns];
}
@@ -689,7 +735,7 @@ MultiplyMat4(mat4 Left, mat4 Right)
}
}
return(Result);
return (Result);
}
HMMDEF mat4
@@ -705,7 +751,7 @@ Orthographic(float Left, float Right, float Bottom, float Top, float Near, float
Result.Elements[3][1] = (Bottom + Top) / (Bottom - Top);
Result.Elements[3][2] = (Far + Near) / (Near - Far);
return(Result);
return (Result);
}
HMMDEF mat4
@@ -713,14 +759,14 @@ Perspective(float FOV, float AspectRatio, float Near, float Far)
{
mat4 Result = Mat4d(1.0f);
Result.Elements[0][0] = 1.0f / (AspectRatio * tan(FOV / 2.0f));
Result.Elements[1][1] = 1.0f / tan(FOV / 2.0f);
Result.Elements[0][0] = 1.0f / (AspectRatio * tanf(FOV / 2.0f));
Result.Elements[1][1] = 1.0f / tanf(FOV / 2.0f);
Result.Elements[2][3] = -1.0f;
Result.Elements[2][2] = -(Far + Near) / (Far - Near);
Result.Elements[3][2] = -(2.0f * Far * Near) / (Far - Near);
Result.Elements[3][3] = 0.0f;
return(Result);
return (Result);
}
HMMDEF mat4
@@ -732,7 +778,7 @@ Translate(vec3 Translation)
Result.Elements[3][1] = Translation.Y;
Result.Elements[3][2] = Translation.Z;
return(Result);
return (Result);
}
HMMDEF mat4
@@ -740,19 +786,19 @@ Rotate(float Angle, vec3 Axis)
{
mat4 Result = Mat4d(1.0f);
Result.Elements[0][0] = Axis.X * Axis.X * (1.0f - cos(ToRadians(Angle))) + cos(ToRadians(Angle));
Result.Elements[0][1] = Axis.Y * Axis.X * (1.0f - cos(ToRadians(Angle))) + Axis.Z * (sin(ToRadians(Angle)));
Result.Elements[0][2] = Axis.X * Axis.Z * (1.0f - cos(ToRadians(Angle))) - Axis.Y * (sin(ToRadians(Angle)));
Result.Elements[0][0] = Axis.X * Axis.X * (1.0f - cosf(ToRadians(Angle))) + cosf(ToRadians(Angle));
Result.Elements[0][1] = Axis.Y * Axis.X * (1.0f - cosf(ToRadians(Angle))) + Axis.Z * (sinf(ToRadians(Angle)));
Result.Elements[0][2] = Axis.X * Axis.Z * (1.0f - cosf(ToRadians(Angle))) - Axis.Y * (sinf(ToRadians(Angle)));
Result.Elements[1][0] = Axis.X * Axis.Y * (1.0f - cos(ToRadians(Angle))) - Axis.Z * (sin(ToRadians(Angle)));
Result.Elements[1][1] = Axis.Y * Axis.Y * (1.0f - cos(ToRadians(Angle))) + (cos(ToRadians(Angle)));
Result.Elements[1][2] = Axis.Y * Axis.Z * (1.0f - cos(ToRadians(Angle))) + Axis.X * (sin(ToRadians(Angle)));
Result.Elements[1][0] = Axis.X * Axis.Y * (1.0f - cosf(ToRadians(Angle))) - Axis.Z * (sinf(ToRadians(Angle)));
Result.Elements[1][1] = Axis.Y * Axis.Y * (1.0f - cosf(ToRadians(Angle))) + (cosf(ToRadians(Angle)));
Result.Elements[1][2] = Axis.Y * Axis.Z * (1.0f - cosf(ToRadians(Angle))) + Axis.X * (sinf(ToRadians(Angle)));
Result.Elements[2][0] = Axis.X * Axis.Z * (1.0f - cos(ToRadians(Angle))) + Axis.Y * (sin(ToRadians(Angle)));
Result.Elements[2][1] = Axis.Y * Axis.Z * (1.0f - cos(ToRadians(Angle))) - Axis.X * (sin(ToRadians(Angle)));
Result.Elements[2][2] = Axis.Z * Axis.Z * (1.0f - cos(ToRadians(Angle))) * (cos(ToRadians(Angle)));
Result.Elements[2][0] = Axis.X * Axis.Z * (1.0f - cosf(ToRadians(Angle))) + Axis.Y * (sinf(ToRadians(Angle)));
Result.Elements[2][1] = Axis.Y * Axis.Z * (1.0f - cosf(ToRadians(Angle))) - Axis.X * (sinf(ToRadians(Angle)));
Result.Elements[2][2] = Axis.Z * Axis.Z * (1.0f - cosf(ToRadians(Angle))) * (cosf(ToRadians(Angle)));
return(Result);
return (Result);
}
HMMDEF mat4
@@ -781,7 +827,7 @@ LookAt(vec3 Eye, vec3 Center, vec3 Up)
Result.Elements[3][2] = Dot(F, Eye);
Result.Elements[3][3] = 1.0f;
return(Result);
return (Result);
}
HMMDEF mat4
@@ -793,7 +839,7 @@ Scale(vec3 Scale)
Result.Elements[1][1] = Scale.Y;
Result.Elements[2][2] = Scale.Z;
return(Result);
return (Result);
}
#ifdef HANDMADE_MATH_CPP_MODE
@@ -803,7 +849,7 @@ Add(vec2 Left, vec2 Right)
{
vec2 Result = AddVec2(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -811,7 +857,7 @@ Add(vec3 Left, vec3 Right)
{
vec3 Result = AddVec3(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -819,7 +865,7 @@ Add(vec4 Left, vec4 Right)
{
vec4 Result = AddVec4(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -827,7 +873,7 @@ Subtract(vec2 Left, vec2 Right)
{
vec2 Result = SubtractVec2(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -835,7 +881,7 @@ Subtract(vec3 Left, vec3 Right)
{
vec3 Result = SubtractVec3(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -843,7 +889,7 @@ Subtract(vec4 Left, vec4 Right)
{
vec4 Result = SubtractVec4(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -851,7 +897,7 @@ Multiply(vec2 Left, vec2 Right)
{
vec2 Result = MultiplyVec2(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -859,7 +905,7 @@ Multiply(vec3 Left, vec3 Right)
{
vec3 Result = MultiplyVec3(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -867,7 +913,7 @@ Multiply(vec4 Left, vec4 Right)
{
vec4 Result = MultiplyVec4(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE mat4
@@ -875,7 +921,7 @@ Multiply(mat4 Left, mat4 Right)
{
mat4 Result = MultiplyMat4(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -883,7 +929,7 @@ Divide(vec2 Left, vec2 Right)
{
vec2 Result = DivideVec2(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -891,7 +937,7 @@ Divide(vec3 Left, vec3 Right)
{
vec3 Result = DivideVec3(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -899,7 +945,7 @@ Divide(vec4 Left, vec4 Right)
{
vec4 Result = DivideVec4(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -907,7 +953,7 @@ operator+(vec2 Left, vec2 Right)
{
vec2 Result = Add(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -915,7 +961,7 @@ operator+(vec3 Left, vec3 Right)
{
vec3 Result = Add(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -923,7 +969,7 @@ operator+(vec4 Left, vec4 Right)
{
vec4 Result = Add(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -931,7 +977,7 @@ operator-(vec2 Left, vec2 Right)
{
vec2 Result = Subtract(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -939,7 +985,7 @@ operator-(vec3 Left, vec3 Right)
{
vec3 Result = Subtract(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -947,27 +993,24 @@ operator-(vec4 Left, vec4 Right)
{
vec4 Result = Subtract(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
operator*(vec2 Left, vec2 Right)
HMMDEF HINLINE vec2 operator*(vec2 Left, vec2 Right)
{
vec2 Result = Multiply(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
operator*(vec3 Left, vec3 Right)
HMMDEF HINLINE vec3 operator*(vec3 Left, vec3 Right)
{
vec3 Result = Multiply(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
operator*(vec3 Left, float Right)
HMMDEF HINLINE vec3 operator*(vec3 Left, float Right)
{
vec3 Result;
@@ -975,23 +1018,31 @@ operator*(vec3 Left, float Right)
Result.Y = Right * Left.Y;
Result.Z = Right * Left.Z;
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
operator*(vec4 Left, vec4 Right)
HMMDEF vec2 operator*(vec2 Left, float Right)
{
vec2 Result;
Result.X = Right * Left.X;
Result.Y = Right * Left.Y;
return (Result);
}
HMMDEF HINLINE vec4 operator*(vec4 Left, vec4 Right)
{
vec4 Result = Multiply(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE mat4
operator*(mat4 Left, mat4 Right)
HMMDEF HINLINE mat4 operator*(mat4 Left, mat4 Right)
{
mat4 Result = Multiply(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec2
@@ -999,7 +1050,7 @@ operator/(vec2 Left, vec2 Right)
{
vec2 Result = Divide(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec3
@@ -1007,7 +1058,7 @@ operator/(vec3 Left, vec3 Right)
{
vec3 Result = Divide(Left, Right);
return(Result);
return (Result);
}
HMMDEF HINLINE vec4
@@ -1015,11 +1066,9 @@ operator/(vec4 Left, vec4 Right)
{
vec4 Result = Divide(Left, Right);
return(Result);
return (Result);
}
#endif /* HANDMADE_MATH_CPP_MODE */
#endif /* HANDMADE_MATH_IMPLEMENTATION */