mirror of
https://github.com/HandmadeMath/HandmadeMath.git
synced 2025-12-28 07:34:32 +00:00
@@ -1,5 +1,5 @@
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/*
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HandmadeMath.h v0.5.2
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HandmadeMath.h v0.6
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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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@@ -122,7 +122,15 @@
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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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0.6
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(*) Added Unit testing
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(*) Made HMM_Power faster
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(*) Fixed possible efficiency problem with HMM_Normalize
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(*) RENAMED HMM_LengthSquareRoot to HMM_LengthSquared
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(*) RENAMED HMM_RSqrtF to HMM_RSquareRootF
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(*) RENAMED HMM_SqrtF to HMM_SquareRootF
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(*) REMOVED Inner function (user should use Dot now)
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(*) REMOVED HMM_FastInverseSquareRoot function declaration
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LICENSE
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@@ -147,10 +155,6 @@
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Insofaras (@insofaras)
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*/
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// NOTE(zak): I think this is the include for SSE 2 on
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// MacOS, Windows, and Linux if im wrong just open up
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// a issue and tell me, or submit a pull request
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// with the fix.
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#include <xmmintrin.h>
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#ifndef HANDMADE_MATH_H
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@@ -334,12 +338,11 @@ typedef hmm_mat4 hmm_m4;
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HMMDEF float HMM_SinF(float Angle);
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HMMDEF float HMM_TanF(float Angle);
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HMMDEF float HMM_CosF(float Angle);
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HMMDEF float HMM_SqrtF(float Angle);
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HMMDEF float HMM_ToRadians(float Degrees);
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HMMDEF float HMM_Inner(hmm_vec3 A, hmm_vec3 B);
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HMMDEF float HMM_SquareRoot(float Float);
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HMMDEF float HMM_LengthSquareRoot(hmm_vec3 A);
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HMMDEF float HMM_SquareRootF(float Float);
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HMMDEF float HMM_RSquareRootF(float Float);
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HMMDEF float HMM_LengthSquared(hmm_vec3 A);
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HMMDEF float HMM_FastInverseSquareRoot(float Number);
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HMMDEF float HMM_Length(hmm_vec3 A);
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HMMDEF float HMM_Power(float Base, int Exponent);
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@@ -528,7 +531,7 @@ HMM_TanF(float Radians)
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}
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HINLINE float
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HMM_SqrtF(float Value)
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HMM_SquareRootF(float Value)
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{
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float Result = 0;
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@@ -544,7 +547,7 @@ HMM_SqrtF(float Value)
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}
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HINLINE float
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HMM_RSqrtF(float Value)
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HMM_RSquareRootF(float Value)
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{
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float Result = 0;
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@@ -569,20 +572,20 @@ HMM_ToRadians(float Degrees)
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}
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HINLINE float
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HMM_Inner(hmm_vec3 A, hmm_vec3 B)
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HMM_Dot(hmm_vec3 VecOne, hmm_vec3 VecTwo)
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{
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float Result = 0;
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Result = A.X * B.X + A.Y * B.Y + A.Z * B.Z;
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Result = (VecOne.X * VecTwo.X) + (VecOne.Y * VecTwo.Y) + (VecOne.Z * VecTwo.Z);
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return (Result);
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}
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HINLINE float
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HMM_LengthSquareRoot(hmm_vec3 A)
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HMM_LengthSquared(hmm_vec3 A)
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{
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float Result = 0;
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Result = HMM_Inner(A, A);
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Result = HMM_Dot(A, A);
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return (Result);
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}
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@@ -591,7 +594,7 @@ HMM_Length(hmm_vec3 A)
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{
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float Result = 0;
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Result = HMM_SqrtF(HMM_LengthSquareRoot(A));
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Result = HMM_SquareRootF(HMM_LengthSquared(A));
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return (Result);
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}
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@@ -646,9 +649,11 @@ HMM_Normalize(hmm_vec3 A)
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{
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hmm_vec3 Result = {0};
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Result.X = A.X * (1.0f / HMM_Length(A));
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Result.Y = A.Y * (1.0f / HMM_Length(A));
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Result.Z = A.Z * (1.0f / HMM_Length(A));
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float VectorLength = HMM_Length(A);
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Result.X = A.X * (1.0f / VectorLength);
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Result.Y = A.Y * (1.0f / VectorLength);
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Result.Z = A.Z * (1.0f / VectorLength);
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return (Result);
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}
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@@ -665,15 +670,6 @@ HMM_Cross(hmm_vec3 VecOne, hmm_vec3 VecTwo)
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return (Result);
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}
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HINLINE float
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HMM_Dot(hmm_vec3 VecOne, hmm_vec3 VecTwo)
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{
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float Result = 0;
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Result = (VecOne.X * VecTwo.X) + (VecOne.Y * VecTwo.Y) + (VecOne.Z * VecTwo.Z);
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return (Result);
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}
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HINLINE hmm_vec2
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HMM_Vec2(float X, float Y)
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{
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