Fixed issue #33, #32, #27, #30

This commit is contained in:
Zak Strange
2016-08-30 11:58:26 -07:00
parent 3cecb5ec32
commit 712e5aa6db

View File

@@ -1,5 +1,5 @@
/*
HandmadeMath.h v0.5.2
HandmadeMath.h v0.6
This is a single header file with a bunch of useful functions for
basic game math operations.
@@ -122,7 +122,15 @@
0.5.2
(*) Fixed SSE code in HMM_SqrtF
(*) Fixed SSE code in HMM_RSqrtF
0.6
(*) Added Unit testing
(*) Made HMM_Power faster
(*) Fixed possible efficiency problem with HMM_Normalize
(*) RENAMED HMM_LengthSquareRoot to HMM_LengthSquared
(*) RENAMED HMM_RSqrtF to HMM_RSquareRootF
(*) RENAMED HMM_SqrtF to HMM_SquareRootF
(*) REMOVED Inner function (user should use Dot now)
(*) REMOVED HMM_FastInverseSquareRoot function declaration
LICENSE
@@ -147,10 +155,6 @@
Insofaras (@insofaras)
*/
// NOTE(zak): I think this is the include for SSE 2 on
// MacOS, Windows, and Linux if im wrong just open up
// a issue and tell me, or submit a pull request
// with the fix.
#include <xmmintrin.h>
#ifndef HANDMADE_MATH_H
@@ -334,12 +338,11 @@ typedef hmm_mat4 hmm_m4;
HMMDEF float HMM_SinF(float Angle);
HMMDEF float HMM_TanF(float Angle);
HMMDEF float HMM_CosF(float Angle);
HMMDEF float HMM_SqrtF(float Angle);
HMMDEF float HMM_ToRadians(float Degrees);
HMMDEF float HMM_Inner(hmm_vec3 A, hmm_vec3 B);
HMMDEF float HMM_SquareRoot(float Float);
HMMDEF float HMM_LengthSquareRoot(hmm_vec3 A);
HMMDEF float HMM_SquareRootF(float Float);
HMMDEF float HMM_RSquareRootF(float Float);
HMMDEF float HMM_LengthSquared(hmm_vec3 A);
HMMDEF float HMM_FastInverseSquareRoot(float Number);
HMMDEF float HMM_Length(hmm_vec3 A);
HMMDEF float HMM_Power(float Base, int Exponent);
@@ -528,7 +531,7 @@ HMM_TanF(float Radians)
}
HINLINE float
HMM_SqrtF(float Value)
HMM_SquareRootF(float Value)
{
float Result = 0;
@@ -544,7 +547,7 @@ HMM_SqrtF(float Value)
}
HINLINE float
HMM_RSqrtF(float Value)
HMM_RSquareRootF(float Value)
{
float Result = 0;
@@ -569,20 +572,20 @@ HMM_ToRadians(float Degrees)
}
HINLINE float
HMM_Inner(hmm_vec3 A, hmm_vec3 B)
HMM_Dot(hmm_vec3 VecOne, hmm_vec3 VecTwo)
{
float Result = 0;
Result = A.X * B.X + A.Y * B.Y + A.Z * B.Z;
Result = (VecOne.X * VecTwo.X) + (VecOne.Y * VecTwo.Y) + (VecOne.Z * VecTwo.Z);
return (Result);
}
HINLINE float
HMM_LengthSquareRoot(hmm_vec3 A)
HMM_LengthSquared(hmm_vec3 A)
{
float Result = 0;
Result = HMM_Inner(A, A);
Result = HMM_Dot(A, A);
return (Result);
}
@@ -591,7 +594,7 @@ HMM_Length(hmm_vec3 A)
{
float Result = 0;
Result = HMM_SqrtF(HMM_LengthSquareRoot(A));
Result = HMM_SquareRootF(HMM_LengthSquared(A));
return (Result);
}
@@ -646,9 +649,11 @@ HMM_Normalize(hmm_vec3 A)
{
hmm_vec3 Result = {0};
Result.X = A.X * (1.0f / HMM_Length(A));
Result.Y = A.Y * (1.0f / HMM_Length(A));
Result.Z = A.Z * (1.0f / HMM_Length(A));
float VectorLength = HMM_Length(A);
Result.X = A.X * (1.0f / VectorLength);
Result.Y = A.Y * (1.0f / VectorLength);
Result.Z = A.Z * (1.0f / VectorLength);
return (Result);
}
@@ -665,15 +670,6 @@ HMM_Cross(hmm_vec3 VecOne, hmm_vec3 VecTwo)
return (Result);
}
HINLINE float
HMM_Dot(hmm_vec3 VecOne, hmm_vec3 VecTwo)
{
float Result = 0;
Result = (VecOne.X * VecTwo.X) + (VecOne.Y * VecTwo.Y) + (VecOne.Z * VecTwo.Z);
return (Result);
}
HINLINE hmm_vec2
HMM_Vec2(float X, float Y)
{