diff --git a/HandmadeMath.h b/HandmadeMath.h index ed40c14..ddb2ef0 100644 --- a/HandmadeMath.h +++ b/HandmadeMath.h @@ -84,7 +84,7 @@ extern "C" #endif #define HMM_PI32 3.14159265359f -#define HMM_PI 3.14159265358979323846 +#define HMM_PI 3.14159265358979323846f #define HMM_MIN(a, b) (a) > (b) ? (b) : (a) #define HMM_MAX(a, b) (a) < (b) ? (b) : (a) @@ -352,6 +352,7 @@ HMM_LengthSquareRoot(hmm_vec3 A) return (Result); } +// Refer to https://en.wikipedia.org/wiki/Fast_inverse_square_root HINLINE float HMM_FastInverseSquareRoot(float Number) { @@ -800,19 +801,25 @@ hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis) { hmm_mat4 Result = HMM_Mat4d(1.0f); - - Result.Elements[0][0] = Axis.X * Axis.X * (1.0f - cosf(HMM_ToRadians(Angle))) + cosf(HMM_ToRadians(Angle)); - Result.Elements[0][1] = Axis.Y * Axis.X * (1.0f - cosf(HMM_ToRadians(Angle))) + Axis.Z * (sinf(HMM_ToRadians(Angle))); - Result.Elements[0][2] = Axis.X * Axis.Z * (1.0f - cosf(HMM_ToRadians(Angle))) - Axis.Y * (sinf(HMM_ToRadians(Angle))); - - Result.Elements[1][0] = Axis.X * Axis.Y * (1.0f - cosf(HMM_ToRadians(Angle))) - Axis.Z * (sinf(HMM_ToRadians(Angle))); - Result.Elements[1][1] = Axis.Y * Axis.Y * (1.0f - cosf(HMM_ToRadians(Angle))) + (cosf(HMM_ToRadians(Angle))); - Result.Elements[1][2] = Axis.Y * Axis.Z * (1.0f - cosf(HMM_ToRadians(Angle))) + Axis.X * (sinf(HMM_ToRadians(Angle))); - - Result.Elements[2][0] = Axis.X * Axis.Z * (1.0f - cosf(HMM_ToRadians(Angle))) + Axis.Y * (sinf(HMM_ToRadians(Angle))); - Result.Elements[2][1] = Axis.Y * Axis.Z * (1.0f - cosf(HMM_ToRadians(Angle))) - Axis.X * (sinf(HMM_ToRadians(Angle))); - Result.Elements[2][2] = Axis.Z * Axis.Z * (1.0f - cosf(HMM_ToRadians(Angle))) * (cosf(HMM_ToRadians(Angle))); - + + Axis = HMM_Normalize(Axis); + + float SinTheta = sinf(HMM_ToRadians(Angle)); + float CosTheta = cosf(HMM_ToRadians(Angle)); + float CosValue = 1.0f - CosTheta; + + Result.Elements[0][0] = (Axis.X * Axis.X * CosValue) + CosTheta; + Result.Elements[0][1] = (Axis.X * Axis.Y * CosValue) + (Axis.Z * SinTheta); + Result.Elements[0][2] = (Axis.X * Axis.Z * CosValue) - (Axis.Y * SinTheta); + + Result.Elements[1][0] = (Axis.Y * Axis.X * CosValue) - (Axis.Z * SinTheta); + Result.Elements[1][1] = (Axis.Y * Axis.Y * CosValue) + CosTheta; + Result.Elements[1][2] = (Axis.Y * Axis.Z * CosValue) + (Axis.X * SinTheta); + + Result.Elements[2][0] = (Axis.Z * Axis.X * CosValue) + (Axis.Y * SinTheta); + Result.Elements[2][1] = (Axis.Z * Axis.Y * CosValue) - (Axis.X * SinTheta); + Result.Elements[2][2] = (Axis.Z * Axis.Z * CosValue) + CosTheta; + return (Result); }