diff --git a/HandmadeMath.h b/HandmadeMath.h index edfda72..f3bf3de 100644 --- a/HandmadeMath.h +++ b/HandmadeMath.h @@ -52,7 +52,7 @@ #define HMM_ACOSF MyACosF #define HMM_SQRTF MySqrtF #include "HandmadeMath.h" - + By default, it is assumed that your math functions take radians. To use different units, you must define HMM_ANGLE_USER_TO_INTERNAL and HMM_ANGLE_INTERNAL_TO_USER. For example, if you want to use degrees in your @@ -62,7 +62,7 @@ #define HMM_ANGLE_INTERNAL_TO_USER(a) ((a)*HMM_TurnToDeg) ============================================================================= - + LICENSE This software is in the public domain. Where that dedication is not @@ -162,7 +162,7 @@ extern "C" && !defined(HANDMADE_MATH_USE_RADIANS) # define HANDMADE_MATH_USE_RADIANS #endif - + #define HMM_PI 3.14159265358979323846 #define HMM_PI32 3.14159265359f #define HMM_DEG180 180.0 @@ -205,7 +205,7 @@ extern "C" #if !defined(HMM_ANGLE_INTERNAL_TO_USER) # if defined(HANDMADE_MATH_USE_RADIANS) -# define HMM_ANGLE_INTERNAL_TO_USER(a) (a) +# define HMM_ANGLE_INTERNAL_TO_USER(a) (a) # elif defined(HANDMADE_MATH_USE_DEGREES) # define HMM_ANGLE_INTERNAL_TO_USER(a) ((a)*HMM_RadToDeg) # elif defined(HANDMADE_MATH_USE_TURNS) @@ -370,7 +370,7 @@ typedef union HMM_Mat2 inline const HMM_Vec2 &operator[](int Index) const { return Columns[Index]; } #endif } HMM_Mat2; - + typedef union HMM_Mat3 { float Elements[3][3]; @@ -425,12 +425,12 @@ static inline float HMM_ToRad(float Angle) { #if defined(HANDMADE_MATH_USE_RADIANS) float Result = Angle; -#elif defined(HANDMADE_MATH_USE_DEGREES) +#elif defined(HANDMADE_MATH_USE_DEGREES) float Result = Angle * HMM_DegToRad; #elif defined(HANDMADE_MATH_USE_TURNS) float Result = Angle * HMM_TurnToRad; #endif - + return Result; } @@ -438,12 +438,12 @@ static inline float HMM_ToDeg(float Angle) { #if defined(HANDMADE_MATH_USE_RADIANS) float Result = Angle * HMM_RadToDeg; -#elif defined(HANDMADE_MATH_USE_DEGREES) +#elif defined(HANDMADE_MATH_USE_DEGREES) float Result = Angle; #elif defined(HANDMADE_MATH_USE_TURNS) float Result = Angle * HMM_TurnToDeg; #endif - + return Result; } @@ -451,12 +451,12 @@ static inline float HMM_ToTurn(float Angle) { #if defined(HANDMADE_MATH_USE_RADIANS) float Result = Angle * HMM_RadToTurn; -#elif defined(HANDMADE_MATH_USE_DEGREES) +#elif defined(HANDMADE_MATH_USE_DEGREES) float Result = Angle * HMM_DegToTurn; #elif defined(HANDMADE_MATH_USE_TURNS) float Result = Angle; #endif - + return Result; } @@ -1036,21 +1036,21 @@ static inline HMM_Vec4 HMM_NormV4(HMM_Vec4 A) */ COVERAGE(HMM_LerpV2, 1) -static inline HMM_Vec2 HMM_LerpV2(HMM_Vec2 A, float Time, HMM_Vec2 B) +static inline HMM_Vec2 HMM_LerpV2(HMM_Vec2 A, float Time, HMM_Vec2 B) { ASSERT_COVERED(HMM_LerpV2); return HMM_AddV2(HMM_MulV2F(A, 1.0f - Time), HMM_MulV2F(B, Time)); } COVERAGE(HMM_LerpV3, 1) -static inline HMM_Vec3 HMM_LerpV3(HMM_Vec3 A, float Time, HMM_Vec3 B) +static inline HMM_Vec3 HMM_LerpV3(HMM_Vec3 A, float Time, HMM_Vec3 B) { ASSERT_COVERED(HMM_LerpV3); return HMM_AddV3(HMM_MulV3F(A, 1.0f - Time), HMM_MulV3F(B, Time)); } COVERAGE(HMM_LerpV4, 1) -static inline HMM_Vec4 HMM_LerpV4(HMM_Vec4 A, float Time, HMM_Vec4 B) +static inline HMM_Vec4 HMM_LerpV4(HMM_Vec4 A, float Time, HMM_Vec4 B) { ASSERT_COVERED(HMM_LerpV4); return HMM_AddV4(HMM_MulV4F(A, 1.0f - Time), HMM_MulV4F(B, Time)); @@ -1112,7 +1112,7 @@ COVERAGE(HMM_M2D, 1) static inline HMM_Mat2 HMM_M2D(float Diagonal) { ASSERT_COVERED(HMM_M2D); - + HMM_Mat2 Result = {0}; Result.Elements[0][0] = Diagonal; Result.Elements[1][1] = Diagonal; @@ -1124,12 +1124,12 @@ COVERAGE(HMM_TransposeM2, 1) static inline HMM_Mat2 HMM_TransposeM2(HMM_Mat2 Matrix) { ASSERT_COVERED(HMM_TransposeM2); - + HMM_Mat2 Result = Matrix; Result.Elements[0][1] = Matrix.Elements[1][0]; Result.Elements[1][0] = Matrix.Elements[0][1]; - + return Result; } @@ -1137,29 +1137,29 @@ COVERAGE(HMM_AddM2, 1) static inline HMM_Mat2 HMM_AddM2(HMM_Mat2 Left, HMM_Mat2 Right) { ASSERT_COVERED(HMM_AddM2); - + HMM_Mat2 Result; Result.Elements[0][0] = Left.Elements[0][0] + Right.Elements[0][0]; Result.Elements[0][1] = Left.Elements[0][1] + Right.Elements[0][1]; Result.Elements[1][0] = Left.Elements[1][0] + Right.Elements[1][0]; Result.Elements[1][1] = Left.Elements[1][1] + Right.Elements[1][1]; - - return Result; + + return Result; } COVERAGE(HMM_SubM2, 1) static inline HMM_Mat2 HMM_SubM2(HMM_Mat2 Left, HMM_Mat2 Right) { ASSERT_COVERED(HMM_SubM2); - + HMM_Mat2 Result; Result.Elements[0][0] = Left.Elements[0][0] - Right.Elements[0][0]; Result.Elements[0][1] = Left.Elements[0][1] - Right.Elements[0][1]; Result.Elements[1][0] = Left.Elements[1][0] - Right.Elements[1][0]; Result.Elements[1][1] = Left.Elements[1][1] - Right.Elements[1][1]; - + return Result; } @@ -1167,7 +1167,7 @@ COVERAGE(HMM_MulM2V2, 1) static inline HMM_Vec2 HMM_MulM2V2(HMM_Mat2 Matrix, HMM_Vec2 Vector) { ASSERT_COVERED(HMM_MulM2V2); - + HMM_Vec2 Result; Result.X = Vector.Elements[0] * Matrix.Columns[0].X; @@ -1176,33 +1176,33 @@ static inline HMM_Vec2 HMM_MulM2V2(HMM_Mat2 Matrix, HMM_Vec2 Vector) Result.X += Vector.Elements[1] * Matrix.Columns[1].X; Result.Y += Vector.Elements[1] * Matrix.Columns[1].Y; - return Result; + return Result; } COVERAGE(HMM_MulM2, 1) static inline HMM_Mat2 HMM_MulM2(HMM_Mat2 Left, HMM_Mat2 Right) { ASSERT_COVERED(HMM_MulM2); - + HMM_Mat2 Result; Result.Columns[0] = HMM_MulM2V2(Left, Right.Columns[0]); Result.Columns[1] = HMM_MulM2V2(Left, Right.Columns[1]); - return Result; + return Result; } COVERAGE(HMM_MulM2F, 1) static inline HMM_Mat2 HMM_MulM2F(HMM_Mat2 Matrix, float Scalar) { ASSERT_COVERED(HMM_MulM2F); - + HMM_Mat2 Result; Result.Elements[0][0] = Matrix.Elements[0][0] * Scalar; Result.Elements[0][1] = Matrix.Elements[0][1] * Scalar; Result.Elements[1][0] = Matrix.Elements[1][0] * Scalar; Result.Elements[1][1] = Matrix.Elements[1][1] * Scalar; - + return Result; } @@ -1210,7 +1210,7 @@ COVERAGE(HMM_DivM2F, 1) static inline HMM_Mat2 HMM_DivM2F(HMM_Mat2 Matrix, float Scalar) { ASSERT_COVERED(HMM_DivM2F); - + HMM_Mat2 Result; Result.Elements[0][0] = Matrix.Elements[0][0] / Scalar; @@ -1222,7 +1222,7 @@ static inline HMM_Mat2 HMM_DivM2F(HMM_Mat2 Matrix, float Scalar) } COVERAGE(HMM_DeterminantM2, 1) -static inline float HMM_DeterminantM2(HMM_Mat2 Matrix) +static inline float HMM_DeterminantM2(HMM_Mat2 Matrix) { ASSERT_COVERED(HMM_DeterminantM2); return Matrix.Elements[0][0]*Matrix.Elements[1][1] - Matrix.Elements[0][1]*Matrix.Elements[1][0]; @@ -1230,7 +1230,7 @@ static inline float HMM_DeterminantM2(HMM_Mat2 Matrix) COVERAGE(HMM_InvGeneralM2, 1) -static inline HMM_Mat2 HMM_InvGeneralM2(HMM_Mat2 Matrix) +static inline HMM_Mat2 HMM_InvGeneralM2(HMM_Mat2 Matrix) { ASSERT_COVERED(HMM_InvGeneralM2); @@ -1260,7 +1260,7 @@ COVERAGE(HMM_M3D, 1) static inline HMM_Mat3 HMM_M3D(float Diagonal) { ASSERT_COVERED(HMM_M3D); - + HMM_Mat3 Result = {0}; Result.Elements[0][0] = Diagonal; Result.Elements[1][1] = Diagonal; @@ -1282,7 +1282,7 @@ static inline HMM_Mat3 HMM_TransposeM3(HMM_Mat3 Matrix) Result.Elements[1][2] = Matrix.Elements[2][1]; Result.Elements[2][1] = Matrix.Elements[1][2]; Result.Elements[2][0] = Matrix.Elements[0][2]; - + return Result; } @@ -1290,9 +1290,9 @@ COVERAGE(HMM_AddM3, 1) static inline HMM_Mat3 HMM_AddM3(HMM_Mat3 Left, HMM_Mat3 Right) { ASSERT_COVERED(HMM_AddM3); - + HMM_Mat3 Result; - + Result.Elements[0][0] = Left.Elements[0][0] + Right.Elements[0][0]; Result.Elements[0][1] = Left.Elements[0][1] + Right.Elements[0][1]; Result.Elements[0][2] = Left.Elements[0][2] + Right.Elements[0][2]; @@ -1303,7 +1303,7 @@ static inline HMM_Mat3 HMM_AddM3(HMM_Mat3 Left, HMM_Mat3 Right) Result.Elements[2][1] = Left.Elements[2][1] + Right.Elements[2][1]; Result.Elements[2][2] = Left.Elements[2][2] + Right.Elements[2][2]; - return Result; + return Result; } COVERAGE(HMM_SubM3, 1) @@ -1330,7 +1330,7 @@ COVERAGE(HMM_MulM3V3, 1) static inline HMM_Vec3 HMM_MulM3V3(HMM_Mat3 Matrix, HMM_Vec3 Vector) { ASSERT_COVERED(HMM_MulM3V3); - + HMM_Vec3 Result; Result.X = Vector.Elements[0] * Matrix.Columns[0].X; @@ -1344,8 +1344,8 @@ static inline HMM_Vec3 HMM_MulM3V3(HMM_Mat3 Matrix, HMM_Vec3 Vector) Result.X += Vector.Elements[2] * Matrix.Columns[2].X; Result.Y += Vector.Elements[2] * Matrix.Columns[2].Y; Result.Z += Vector.Elements[2] * Matrix.Columns[2].Z; - - return Result; + + return Result; } COVERAGE(HMM_MulM3, 1) @@ -1358,7 +1358,7 @@ static inline HMM_Mat3 HMM_MulM3(HMM_Mat3 Left, HMM_Mat3 Right) Result.Columns[1] = HMM_MulM3V3(Left, Right.Columns[1]); Result.Columns[2] = HMM_MulM3V3(Left, Right.Columns[2]); - return Result; + return Result; } COVERAGE(HMM_MulM3F, 1) @@ -1378,7 +1378,7 @@ static inline HMM_Mat3 HMM_MulM3F(HMM_Mat3 Matrix, float Scalar) Result.Elements[2][1] = Matrix.Elements[2][1] * Scalar; Result.Elements[2][2] = Matrix.Elements[2][2] * Scalar; - return Result; + return Result; } COVERAGE(HMM_DivM3, 1) @@ -1387,7 +1387,7 @@ static inline HMM_Mat3 HMM_DivM3F(HMM_Mat3 Matrix, float Scalar) ASSERT_COVERED(HMM_DivM3); HMM_Mat3 Result; - + Result.Elements[0][0] = Matrix.Elements[0][0] / Scalar; Result.Elements[0][1] = Matrix.Elements[0][1] / Scalar; Result.Elements[0][2] = Matrix.Elements[0][2] / Scalar; @@ -1398,11 +1398,11 @@ static inline HMM_Mat3 HMM_DivM3F(HMM_Mat3 Matrix, float Scalar) Result.Elements[2][1] = Matrix.Elements[2][1] / Scalar; Result.Elements[2][2] = Matrix.Elements[2][2] / Scalar; - return Result; + return Result; } COVERAGE(HMM_DeterminantM3, 1) -static inline float HMM_DeterminantM3(HMM_Mat3 Matrix) +static inline float HMM_DeterminantM3(HMM_Mat3 Matrix) { ASSERT_COVERED(HMM_DeterminantM3); @@ -1415,7 +1415,7 @@ static inline float HMM_DeterminantM3(HMM_Mat3 Matrix) } COVERAGE(HMM_InvGeneralM3, 1) -static inline HMM_Mat3 HMM_InvGeneralM3(HMM_Mat3 Matrix) +static inline HMM_Mat3 HMM_InvGeneralM3(HMM_Mat3 Matrix) { ASSERT_COVERED(HMM_InvGeneralM3); @@ -1550,7 +1550,7 @@ static inline HMM_Mat4 HMM_SubM4(HMM_Mat4 Left, HMM_Mat4 Right) Result.Elements[3][2] = Left.Elements[3][2] - Right.Elements[3][2]; Result.Elements[3][3] = Left.Elements[3][3] - Right.Elements[3][3]; #endif - + return Result; } @@ -1646,7 +1646,7 @@ static inline HMM_Mat4 HMM_DivM4F(HMM_Mat4 Matrix, float Scalar) } COVERAGE(HMM_DeterminantM4, 1) -static inline float HMM_DeterminantM4(HMM_Mat4 Matrix) +static inline float HMM_DeterminantM4(HMM_Mat4 Matrix) { ASSERT_COVERED(HMM_DeterminantM4); @@ -1654,14 +1654,14 @@ static inline float HMM_DeterminantM4(HMM_Mat4 Matrix) HMM_Vec3 C23 = HMM_Cross(Matrix.Columns[2].XYZ, Matrix.Columns[3].XYZ); HMM_Vec3 B10 = HMM_SubV3(HMM_MulV3F(Matrix.Columns[0].XYZ, Matrix.Columns[1].W), HMM_MulV3F(Matrix.Columns[1].XYZ, Matrix.Columns[0].W)); HMM_Vec3 B32 = HMM_SubV3(HMM_MulV3F(Matrix.Columns[2].XYZ, Matrix.Columns[3].W), HMM_MulV3F(Matrix.Columns[3].XYZ, Matrix.Columns[2].W)); - + return HMM_DotV3(C01, B32) + HMM_DotV3(C23, B10); } COVERAGE(HMM_InvGeneralM4, 1) // Returns a general-purpose inverse of an HMM_Mat4. Note that special-purpose inverses of many transformations // are available and will be more efficient. -static inline HMM_Mat4 HMM_InvGeneralM4(HMM_Mat4 Matrix) +static inline HMM_Mat4 HMM_InvGeneralM4(HMM_Mat4 Matrix) { ASSERT_COVERED(HMM_InvGeneralM4); @@ -1669,7 +1669,7 @@ static inline HMM_Mat4 HMM_InvGeneralM4(HMM_Mat4 Matrix) HMM_Vec3 C23 = HMM_Cross(Matrix.Columns[2].XYZ, Matrix.Columns[3].XYZ); HMM_Vec3 B10 = HMM_SubV3(HMM_MulV3F(Matrix.Columns[0].XYZ, Matrix.Columns[1].W), HMM_MulV3F(Matrix.Columns[1].XYZ, Matrix.Columns[0].W)); HMM_Vec3 B32 = HMM_SubV3(HMM_MulV3F(Matrix.Columns[2].XYZ, Matrix.Columns[3].W), HMM_MulV3F(Matrix.Columns[3].XYZ, Matrix.Columns[2].W)); - + float InvDeterminant = 1.0f / (HMM_DotV3(C01, B32) + HMM_DotV3(C23, B10)); C01 = HMM_MulV3F(C01, InvDeterminant); C23 = HMM_MulV3F(C23, InvDeterminant); @@ -1681,7 +1681,7 @@ static inline HMM_Mat4 HMM_InvGeneralM4(HMM_Mat4 Matrix) Result.Columns[1] = HMM_V4V(HMM_SubV3(HMM_Cross(B32, Matrix.Columns[0].XYZ), HMM_MulV3F(C23, Matrix.Columns[0].W)), +HMM_DotV3(Matrix.Columns[0].XYZ, C23)); Result.Columns[2] = HMM_V4V(HMM_AddV3(HMM_Cross(Matrix.Columns[3].XYZ, B10), HMM_MulV3F(C01, Matrix.Columns[3].W)), -HMM_DotV3(Matrix.Columns[3].XYZ, C01)); Result.Columns[3] = HMM_V4V(HMM_SubV3(HMM_Cross(B10, Matrix.Columns[2].XYZ), HMM_MulV3F(C01, Matrix.Columns[2].W)), +HMM_DotV3(Matrix.Columns[2].XYZ, C01)); - + return HMM_TransposeM4(Result); } @@ -1743,7 +1743,7 @@ static inline HMM_Mat4 HMM_Orthographic_LH_NO(float Left, float Right, float Bot HMM_Mat4 Result = HMM_Orthographic_RH_NO(Left, Right, Bottom, Top, Near, Far); Result.Elements[2][2] = -Result.Elements[2][2]; - + return Result; } @@ -1757,7 +1757,7 @@ static inline HMM_Mat4 HMM_Orthographic_LH_ZO(float Left, float Right, float Bot HMM_Mat4 Result = HMM_Orthographic_RH_ZO(Left, Right, Bottom, Top, Near, Far); Result.Elements[2][2] = -Result.Elements[2][2]; - + return Result; } @@ -1773,7 +1773,7 @@ static inline HMM_Mat4 HMM_InvOrthographic(HMM_Mat4 OrthoMatrix) Result.Elements[1][1] = 1.0f / OrthoMatrix.Elements[1][1]; Result.Elements[2][2] = 1.0f / OrthoMatrix.Elements[2][2]; Result.Elements[3][3] = 1.0f; - + Result.Elements[3][0] = -OrthoMatrix.Elements[3][0] * Result.Elements[0][0]; Result.Elements[3][1] = -OrthoMatrix.Elements[3][1] * Result.Elements[1][1]; Result.Elements[3][2] = -OrthoMatrix.Elements[3][2] * Result.Elements[2][2]; @@ -1797,7 +1797,7 @@ static inline HMM_Mat4 HMM_Perspective_RH_NO(float FOV, float AspectRatio, float Result.Elements[2][2] = (Near + Far) / (Near - Far); Result.Elements[3][2] = (2.0f * Near * Far) / (Near - Far); - + return Result; } @@ -1823,25 +1823,25 @@ static inline HMM_Mat4 HMM_Perspective_RH_ZO(float FOV, float AspectRatio, float COVERAGE(HMM_Perspective_LH_NO, 1) static inline HMM_Mat4 HMM_Perspective_LH_NO(float FOV, float AspectRatio, float Near, float Far) -{ +{ ASSERT_COVERED(HMM_Perspective_LH_NO); HMM_Mat4 Result = HMM_Perspective_RH_NO(FOV, AspectRatio, Near, Far); Result.Elements[2][2] = -Result.Elements[2][2]; Result.Elements[2][3] = -Result.Elements[2][3]; - + return Result; } COVERAGE(HMM_Perspective_LH_ZO, 1) static inline HMM_Mat4 HMM_Perspective_LH_ZO(float FOV, float AspectRatio, float Near, float Far) -{ +{ ASSERT_COVERED(HMM_Perspective_LH_ZO); HMM_Mat4 Result = HMM_Perspective_RH_ZO(FOV, AspectRatio, Near, Far); Result.Elements[2][2] = -Result.Elements[2][2]; Result.Elements[2][3] = -Result.Elements[2][3]; - + return Result; } @@ -1962,7 +1962,7 @@ static inline HMM_Mat4 HMM_Scale(HMM_Vec3 Scale) } COVERAGE(HMM_InvScale, 1) -static inline HMM_Mat4 HMM_InvScale(HMM_Mat4 ScaleMatrix) +static inline HMM_Mat4 HMM_InvScale(HMM_Mat4 ScaleMatrix) { ASSERT_COVERED(HMM_InvScale); @@ -2166,7 +2166,7 @@ static inline HMM_Quat HMM_MulQ(HMM_Quat Left, HMM_Quat Right) Result.Y += Right.Elements[3] * +Left.Elements[1]; Result.Z += Right.Elements[0] * -Left.Elements[1]; Result.W += Right.Elements[1] * -Left.Elements[1]; - + Result.X += Right.Elements[1] * -Left.Elements[2]; Result.Y += Right.Elements[0] * +Left.Elements[2]; Result.Z += Right.Elements[3] * +Left.Elements[2]; @@ -2246,7 +2246,7 @@ COVERAGE(HMM_InvQ, 1) static inline HMM_Quat HMM_InvQ(HMM_Quat Left) { ASSERT_COVERED(HMM_InvQ); - + HMM_Quat Result; Result.X = -Left.X; Result.Y = -Left.Y; @@ -2312,7 +2312,7 @@ static inline HMM_Quat HMM_SLerp(HMM_Quat Left, float Time, HMM_Quat Right) Cos_Theta = -Cos_Theta; Right = HMM_Q(-Right.X, -Right.Y, -Right.Z, -Right.W); } - + /* NOTE(lcf): Use Normalized Linear interpolation when vectors are roughly not L.I. */ if (Cos_Theta > 0.9995f) { Result = HMM_NLerp(Left, Time, Right); @@ -2324,7 +2324,7 @@ static inline HMM_Quat HMM_SLerp(HMM_Quat Left, float Time, HMM_Quat Right) Result = _HMM_MixQ(Left, MixLeft, Right, MixRight); Result = HMM_NormQ(Result); } - + return Result; } @@ -2637,23 +2637,23 @@ static inline float HMM_Dot(HMM_Vec4 Left, HMM_Vec4 VecTwo) ASSERT_COVERED(HMM_DotV4CPP); return HMM_DotV4(Left, VecTwo); } - + COVERAGE(HMM_LerpV2CPP, 1) -static inline HMM_Vec2 HMM_Lerp(HMM_Vec2 Left, float Time, HMM_Vec2 Right) +static inline HMM_Vec2 HMM_Lerp(HMM_Vec2 Left, float Time, HMM_Vec2 Right) { ASSERT_COVERED(HMM_LerpV2CPP); return HMM_LerpV2(Left, Time, Right); } COVERAGE(HMM_LerpV3CPP, 1) -static inline HMM_Vec3 HMM_Lerp(HMM_Vec3 Left, float Time, HMM_Vec3 Right) +static inline HMM_Vec3 HMM_Lerp(HMM_Vec3 Left, float Time, HMM_Vec3 Right) { ASSERT_COVERED(HMM_LerpV3CPP); return HMM_LerpV3(Left, Time, Right); } COVERAGE(HMM_LerpV4CPP, 1) -static inline HMM_Vec4 HMM_Lerp(HMM_Vec4 Left, float Time, HMM_Vec4 Right) +static inline HMM_Vec4 HMM_Lerp(HMM_Vec4 Left, float Time, HMM_Vec4 Right) { ASSERT_COVERED(HMM_LerpV4CPP); return HMM_LerpV4(Left, Time, Right);