Initial quaternion implementation (#49)

* Various changes, and started work on Quaternions

* Worked on Quaternions (#46)

* Working on quaternions

* Finished operations, onto slerp

* Working on slerp

* Finished slerp implementation, next is NLerp

* Cleaned HandmadeMath.cpp

* Removed gbmath includes

* fixed minor issue.

* Fixed function names

* Fixed DotQuat call

* Did a style check

* Double Style Check

* Triple Style Check

* Fixed all the bullshit I did wrong

* Fixed more bs

* Added new functions

* Finished function implements

* Fixed some compile errors

* Fixed UTF-8 Error

* Added in most operator overrides

* Changed instances of HMM_PI to HMM_Pi32

* Fixed a warning

* Fixed a major issue with quaternion to matrix function where rotations about the y axis caused strange warping.

* Revert "Fixed a warning"

This reverts commit 043decab0d.

* Revert repo

* Fixed Quaternion to Matrix function.

* Fixed some prevalent issues, and now pulls triganometric funcitions from the std instead of implementing them.

* Fixed tab formatting, added in reverse multiplication function with Quaternions

* Removed error suppression cleanup, as it was causing more warnings. . .

* Added documentation

* Changed ATanf2 to ATan2f

* Fixed some typos and added additional documentation (#48)

* Add tests for quaternions

* Remove (very wrong) quaternion division in favor of multiplying by inverse

* Put back newlines at ends of files

* Make tweaks for PR

* Add assigning arithmetic operators for quaternions

* Add NLerp

Just to make Jonathan Blow happy: http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/

* Rearrange parameters of HMM_Slerp

It now matches HMM_Lerp and HMM_NLerp.

* Update README.md
This commit is contained in:
Ben Visness
2017-01-04 18:25:12 -06:00
committed by Zak Strange
parent c89c435e3a
commit ad3039186d
4 changed files with 837 additions and 19 deletions

1
.gitignore vendored
View File

@@ -6,6 +6,7 @@
*.lo
*.o
*.obj
*.vs
# Precompiled Headers
*.gch

View File

@@ -1,5 +1,5 @@
/*
HandmadeMath.h v1.0
HandmadeMath.h v1.1
This is a single header file with a bunch of useful functions for
basic game math operations.
@@ -79,8 +79,11 @@
#define HMM_TANF MyTanF
#define HMM_EXPF MyExpF
#define HMM_LOGF MyLogF
#define HMM_ACOSF MyACosF
#define HMM_ATANF MyATanF
#define HMM_ATAN2F MYATan2F
Provide your own implementations of SinF, CosF, TanF, ExpF and LogF
Provide your own implementations of SinF, CosF, TanF, ACosF, ATanF, ATan2F, ExpF and LogF
in EXACTLY one C or C++ file that includes this header, BEFORE the
include, like this:
@@ -89,6 +92,9 @@
#define HMM_TANF MyTanF
#define HMM_EXPF MyExpF
#define HMM_LOGF MyLogF
#define HMM_ACOSF MyACosF
#define HMM_ATANF MyATanF
#define HMM_ATAN2F MyATan2F
#define HANDMADE_MATH_IMPLEMENTATION
#define HANDMADE_MATH_CPP_MODE
#include "HandmadeMath.h"
@@ -148,6 +154,23 @@
1.0
(*) Lots of testing!
1.1
(*) Quaternion support
(*) Added type hmm_quaternion
(*) Added HMM_Quaternion
(*) Added HMM_QuaternionV4
(*) Added HMM_AddQuaternion
(*) Added HMM_SubtractQuaternion
(*) Added HMM_MultiplyQuaternion
(*) Added HMM_MultiplyQuaternionF
(*) Added HMM_DivideQuaternionF
(*) Added HMM_InverseQuaternion
(*) Added HMM_DotQuaternion
(*) Added HMM_NormalizeQuaternion
(*) Added HMM_Slerp
(*) Added HMM_QuaternionToMat4
(*) Added HMM_QuaternionFromAxisAngle
LICENSE
This software is in the public domain. Where that dedication is not
@@ -164,6 +187,7 @@
FieryDrake (@fierydrake)
Gingerbill (@TheGingerBill)
Ben Visness (@bvisness)
Trinton Bullard (@Peliex_Dev)
Fixes:
Jeroen van Rijn (@J_vanRijn)
@@ -171,7 +195,9 @@
Insofaras (@insofaras)
*/
#ifndef HANDMADE_NO_SSE
#include <xmmintrin.h>
#endif
#ifndef HANDMADE_MATH_H
#define HANDMADE_MATH_H
@@ -189,7 +215,7 @@ extern "C"
{
#endif
#ifdef HANDMADEMATH_STATIC
#ifdef HANDMADE_MATH_STATIC
#define HMMDEF static
#else
#define HMMDEF extern
@@ -204,7 +230,8 @@ extern "C"
#endif
#if !defined(HMM_SINF) || !defined(HMM_COSF) || !defined(HMM_TANF) || \
!defined(HMM_EXPF) || !defined(HMM_LOGF)
!defined(HMM_EXPF) || !defined(HMM_LOGF) || !defined(HMM_ACOSF) || \
!defined(HMM_ATANF)|| !defined(HMM_ATAN2F)
#include <math.h>
#endif
@@ -228,12 +255,24 @@ extern "C"
#define HMM_LOGF logf
#endif
#ifndef HMM_ACOSF
#define HMM_ACOSF acosf
#endif
#ifndef HMM_ATANF
#define HMM_ATANF atanf
#endif
#ifndef HMM_ATAN2F
#define HMM_ATAN2F atan2f
#endif
#define HMM_PI32 3.14159265359f
#define HMM_PI 3.14159265358979323846
#define HMM_MIN(a, b) (a) > (b) ? (b) : (a)
#define HMM_MAX(a, b) (a) < (b) ? (b) : (a)
#define HMN_ABS(a) (a) < 0 ? -(a) : (a)
#define HMM_ABS(a) ((a) > 0 ? (a) : -(a))
#define HMM_MOD(a, m) ((a) % (m)) >= 0 ? ((a) % (m)) : (((a) % (m)) + (m))
#define HMM_SQUARE(x) ((x) * (x))
@@ -359,6 +398,25 @@ typedef union hmm_mat4
float Elements[4][4];
} hmm_mat4;
typedef union hmm_quaternion
{
struct
{
union
{
hmm_vec3 XYZ;
struct
{
float X, Y, Z;
};
};
float W;
};
float Elements[4];
} hmm_quaternion;
typedef hmm_vec2 hmm_v2;
typedef hmm_vec3 hmm_v3;
typedef hmm_vec4 hmm_v4;
@@ -366,7 +424,10 @@ typedef hmm_mat4 hmm_m4;
HMMDEF float HMM_SinF(float Angle);
HMMDEF float HMM_TanF(float Angle);
HMMDEF float HMM_ATanF(float Theta);
HMMDEF float HMM_ATan2F(float Theta, float Theta2);
HMMDEF float HMM_CosF(float Angle);
HMMDEF float HMM_ACosF(float Theta);
HMMDEF float HMM_ExpF(float Float);
HMMDEF float HMM_LogF(float Float);
@@ -397,8 +458,8 @@ HMMDEF float HMM_DotVec4(hmm_vec4 VecOne, hmm_vec4 VecTwo);
HMMDEF hmm_vec3 HMM_Cross(hmm_vec3 VecOne, hmm_vec3 VecTwo);
HMMDEF hmm_vec2 HMM_Vec2i(int X, int Y);
HMMDEF hmm_vec2 HMM_Vec2(float X, float Y);
HMMDEF hmm_vec2 HMM_Vec2i(int X, int Y);
HMMDEF hmm_vec3 HMM_Vec3(float X, float Y, float Z);
HMMDEF hmm_vec3 HMM_Vec3i(int X, int Y, int Z);
HMMDEF hmm_vec4 HMM_Vec4(float X, float Y, float Z, float W);
@@ -447,6 +508,21 @@ HMMDEF hmm_mat4 HMM_Scale(hmm_vec3 Scale);
HMMDEF hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up);
HMMDEF hmm_quaternion HMM_Quaternion(float X, float Y, float Z, float W);
HMMDEF hmm_quaternion HMM_QuaternionV4(hmm_vec4 Vector);
HMMDEF hmm_quaternion HMM_AddQuaternion(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_quaternion HMM_SubtractQuaternion(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_quaternion HMM_MultiplyQuaternion(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_quaternion HMM_MultiplyQuaternionF(hmm_quaternion Left, float Multiplicative);
HMMDEF hmm_quaternion HMM_DivideQuaternionF(hmm_quaternion Left, float Dividend);
HMMDEF hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left);
HMMDEF float HMM_DotQuaternion(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_quaternion HMM_NormalizeQuaternion(hmm_quaternion Left);
HMMDEF hmm_quaternion HMM_NLerp(hmm_quaternion Left, float Time, hmm_quaternion Right);
HMMDEF hmm_quaternion HMM_Slerp(hmm_quaternion Left, float Time, hmm_quaternion Right);
HMMDEF hmm_mat4 HMM_QuaternionToMat4(hmm_quaternion Left);
HMMDEF hmm_quaternion HMM_QuaternionFromAxisAngle(hmm_vec3 Axis, float AngleOfRotation);
#ifdef __cplusplus
}
#endif
@@ -464,20 +540,24 @@ HMMDEF float HMM_LengthSquared(hmm_vec4 A);
HMMDEF hmm_vec2 HMM_Normalize(hmm_vec2 A);
HMMDEF hmm_vec3 HMM_Normalize(hmm_vec3 A);
HMMDEF hmm_vec4 HMM_Normalize(hmm_vec4 A);
HMMDEF hmm_quaternion HMM_Normalize(hmm_quaternion A);
HMMDEF float HMM_Dot(hmm_vec2 VecOne, hmm_vec2 VecTwo);
HMMDEF float HMM_Dot(hmm_vec3 VecOne, hmm_vec3 VecTwo);
HMMDEF float HMM_Dot(hmm_vec4 VecOne, hmm_vec4 VecTwo);
HMMDEF float HMM_Dot(hmm_quaternion QuatOne, hmm_quaternion QuatTwo);
HMMDEF hmm_vec2 HMM_Add(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec3 HMM_Add(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 HMM_Add(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_mat4 HMM_Add(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_quaternion HMM_Add(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_vec2 HMM_Subtract(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec3 HMM_Subtract(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 HMM_Subtract(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_mat4 HMM_Subtract(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_quaternion HMM_Subtract(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_vec2 HMM_Multiply(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec2 HMM_Multiply(hmm_vec2 Left, float Right);
@@ -488,6 +568,8 @@ HMMDEF hmm_vec4 HMM_Multiply(hmm_vec4 Left, float Right);
HMMDEF hmm_mat4 HMM_Multiply(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_mat4 HMM_Multiply(hmm_mat4 Left, float Right);
HMMDEF hmm_vec4 HMM_Multiply(hmm_mat4 Matrix, hmm_vec4 Vector);
HMMDEF hmm_quaternion HMM_Multiply(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_quaternion HMM_Multiply(hmm_quaternion Left, float Right);
HMMDEF hmm_vec2 HMM_Divide(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec2 HMM_Divide(hmm_vec2 Left, float Right);
@@ -496,31 +578,38 @@ HMMDEF hmm_vec3 HMM_Divide(hmm_vec3 Left, float Right);
HMMDEF hmm_vec4 HMM_Divide(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_vec4 HMM_Divide(hmm_vec4 Left, float Right);
HMMDEF hmm_mat4 HMM_Divide(hmm_mat4 Left, float Right);
HMMDEF hmm_quaternion HMM_Divide(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_quaternion HMM_Divide(hmm_quaternion Left, float Right);
HMMDEF hmm_vec2 operator+(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec3 operator+(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 operator+(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_mat4 operator+(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_quaternion operator+(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_vec2 operator-(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec3 operator-(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 operator-(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_mat4 operator-(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_quaternion operator-(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_vec2 operator*(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec3 operator*(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 operator*(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_mat4 operator*(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_quaternion operator*(hmm_quaternion Left, hmm_quaternion Right);
HMMDEF hmm_vec2 operator*(hmm_vec2 Left, float Right);
HMMDEF hmm_vec3 operator*(hmm_vec3 Left, float Right);
HMMDEF hmm_vec4 operator*(hmm_vec4 Left, float Right);
HMMDEF hmm_mat4 operator*(hmm_mat4 Left, float Right);
HMMDEF hmm_quaternion operator*(hmm_quaternion Left, float Right);
HMMDEF hmm_vec2 operator*(float Left, hmm_vec2 Right);
HMMDEF hmm_vec3 operator*(float Left, hmm_vec3 Right);
HMMDEF hmm_vec4 operator*(float Left, hmm_vec4 Right);
HMMDEF hmm_mat4 operator*(float Left, hmm_mat4 Right);
HMMDEF hmm_quaternion operator*(float Left, hmm_quaternion Right);
HMMDEF hmm_vec4 operator*(hmm_mat4 Matrix, hmm_vec4 Vector);
@@ -532,16 +621,19 @@ HMMDEF hmm_vec2 operator/(hmm_vec2 Left, float Right);
HMMDEF hmm_vec3 operator/(hmm_vec3 Left, float Right);
HMMDEF hmm_vec4 operator/(hmm_vec4 Left, float Right);
HMMDEF hmm_mat4 operator/(hmm_mat4 Left, float Right);
HMMDEF hmm_quaternion operator/(hmm_quaternion Left, float Right);
HMMDEF hmm_vec2 &operator+=(hmm_vec2 &Left, hmm_vec2 Right);
HMMDEF hmm_vec3 &operator+=(hmm_vec3 &Left, hmm_vec3 Right);
HMMDEF hmm_vec4 &operator+=(hmm_vec4 &Left, hmm_vec4 Right);
HMMDEF hmm_mat4 &operator+=(hmm_mat4 &Left, hmm_mat4 Right);
HMMDEF hmm_quaternion &operator+=(hmm_quaternion &Left, hmm_quaternion Right);
HMMDEF hmm_vec2 &operator-=(hmm_vec2 &Left, hmm_vec2 Right);
HMMDEF hmm_vec3 &operator-=(hmm_vec3 &Left, hmm_vec3 Right);
HMMDEF hmm_vec4 &operator-=(hmm_vec4 &Left, hmm_vec4 Right);
HMMDEF hmm_mat4 &operator-=(hmm_mat4 &Left, hmm_mat4 Right);
HMMDEF hmm_quaternion &operator-=(hmm_quaternion &Left, hmm_quaternion Right);
HMMDEF hmm_vec2 &operator*=(hmm_vec2 &Left, hmm_vec2 Right);
HMMDEF hmm_vec3 &operator*=(hmm_vec3 &Left, hmm_vec3 Right);
@@ -551,6 +643,7 @@ HMMDEF hmm_vec2 &operator*=(hmm_vec2 &Left, float Right);
HMMDEF hmm_vec3 &operator*=(hmm_vec3 &Left, float Right);
HMMDEF hmm_vec4 &operator*=(hmm_vec4 &Left, float Right);
HMMDEF hmm_mat4 &operator*=(hmm_mat4 &Left, float Right);
HMMDEF hmm_quaternion &operator*=(hmm_quaternion &Left, float Right);
HMMDEF hmm_vec2 &operator/=(hmm_vec2 &Left, hmm_vec2 Right);
HMMDEF hmm_vec3 &operator/=(hmm_vec3 &Left, hmm_vec3 Right);
@@ -560,6 +653,7 @@ HMMDEF hmm_vec2 &operator/=(hmm_vec2 &Left, float Right);
HMMDEF hmm_vec3 &operator/=(hmm_vec3 &Left, float Right);
HMMDEF hmm_vec4 &operator/=(hmm_vec4 &Left, float Right);
HMMDEF hmm_mat4 &operator/=(hmm_mat4 &Left, float Right);
HMMDEF hmm_quaternion &operator/=(hmm_quaternion &Left, float Right);
#endif /* HANDMADE_MATH_CPP */
@@ -594,6 +688,33 @@ HMM_TanF(float Radians)
return (Result);
}
HINLINE float
HMM_ACosF(float Radians)
{
float Result = 0.0f;
Result = HMM_ACOSF(Radians);
return (Result);
}
HINLINE float
HMM_ATanF(float Radians)
{
float Result = 0.0f;
Result = HMM_ATANF(Radians);
return (Result);
}
HINLINE float
HMM_Atan2F(float Left, float Right)
{
float Result = 0.0f;
Result = HMM_ATAN2F(Left, Right);
return (Result);
}
HINLINE float
HMM_ExpF(float Float)
{
@@ -1205,7 +1326,7 @@ HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
return (Result);
}
hmm_mat4
HINLINE hmm_mat4
HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
{
hmm_mat4 Result = HMM_Mat4();
@@ -1230,7 +1351,7 @@ HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
return (Result);
}
hmm_mat4
HINLINE hmm_mat4
HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
{
hmm_mat4 Result = HMM_Mat4();
@@ -1248,7 +1369,7 @@ HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
return (Result);
}
hmm_vec4
HINLINE hmm_vec4
HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
{
hmm_vec4 Result = {0};
@@ -1268,7 +1389,7 @@ HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
return (Result);
}
hmm_mat4
HINLINE hmm_mat4
HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
{
hmm_mat4 Result = HMM_Mat4();
@@ -1286,7 +1407,7 @@ HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
return (Result);
}
hmm_mat4
HINLINE hmm_mat4
HMM_Transpose(hmm_mat4 Matrix)
{
hmm_mat4 Result = HMM_Mat4();
@@ -1304,7 +1425,7 @@ HMM_Transpose(hmm_mat4 Matrix)
return (Result);
}
hmm_mat4
HINLINE hmm_mat4
HMM_Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far)
{
hmm_mat4 Result = HMM_Mat4d(1.0f);
@@ -1320,7 +1441,7 @@ HMM_Orthographic(float Left, float Right, float Bottom, float Top, float Near, f
return (Result);
}
hmm_mat4
HINLINE hmm_mat4
HMM_Perspective(float FOV, float AspectRatio, float Near, float Far)
{
hmm_mat4 Result = HMM_Mat4d(1.0f);
@@ -1337,7 +1458,7 @@ HMM_Perspective(float FOV, float AspectRatio, float Near, float Far)
return (Result);
}
hmm_mat4
HINLINE hmm_mat4
HMM_Translate(hmm_vec3 Translation)
{
hmm_mat4 Result = HMM_Mat4d(1.0f);
@@ -1349,7 +1470,7 @@ HMM_Translate(hmm_vec3 Translation)
return (Result);
}
hmm_mat4
HINLINE hmm_mat4
HMM_Rotate(float Angle, hmm_vec3 Axis)
{
hmm_mat4 Result = HMM_Mat4d(1.0f);
@@ -1375,7 +1496,7 @@ HMM_Rotate(float Angle, hmm_vec3 Axis)
return (Result);
}
hmm_mat4
HINLINE hmm_mat4
HMM_Scale(hmm_vec3 Scale)
{
hmm_mat4 Result = HMM_Mat4d(1.0f);
@@ -1387,7 +1508,7 @@ HMM_Scale(hmm_vec3 Scale)
return (Result);
}
hmm_mat4
HINLINE hmm_mat4
HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
{
hmm_mat4 Result = {0};
@@ -1416,6 +1537,236 @@ HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
return (Result);
}
HMMDEF hmm_quaternion
HMM_Quaternion(float X, float Y, float Z, float W)
{
hmm_quaternion Result = {0};
Result.X = X;
Result.Y = Y;
Result.Z = Z;
Result.W = W;
return(Result);
}
HINLINE hmm_quaternion
HMM_QuaternionV4(hmm_vec4 Vector)
{
hmm_quaternion Result = {0};
Result.X = Vector.X;
Result.Y = Vector.Y;
Result.Z = Vector.Z;
Result.W = Vector.W;
return(Result);
}
HINLINE hmm_quaternion
HMM_AddQuaternion(hmm_quaternion Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result.X = Left.X + Right.X;
Result.Y = Left.Y + Right.Y;
Result.Z = Left.Z + Right.Z;
Result.W = Left.W + Right.W;
return(Result);
}
HINLINE hmm_quaternion
HMM_SubtractQuaternion(hmm_quaternion Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result.X = Left.X - Right.X;
Result.Y = Left.Y - Right.Y;
Result.Z = Left.Z - Right.Z;
Result.W = Left.W - Right.W;
return(Result);
}
HINLINE hmm_quaternion
HMM_MultiplyQuaternion(hmm_quaternion Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result.X = (Left.X * Right.W) + (Left.Y * Right.Z) - (Left.Z * Right.Y) + (Left.W * Right.X);
Result.Y = (-Left.X * Right.Z) + (Left.Y * Right.W) + (Left.Z * Right.X) + (Left.W * Right.Y);
Result.Z = (Left.X * Right.Y) - (Left.Y * Right.X) + (Left.Z * Right.W) + (Left.W * Right.Z);
Result.W = (-Left.X * Right.X) - (Left.Y * Right.Y) - (Left.Z * Right.Z) + (Left.W * Right.W);
return(Result);
}
HINLINE hmm_quaternion
HMM_MultiplyQuaternionF(hmm_quaternion Left, float Multiplicative)
{
hmm_quaternion Result = {0};
Result.X = Left.X * Multiplicative;
Result.Y = Left.Y * Multiplicative;
Result.Z = Left.Z * Multiplicative;
Result.W = Left.W * Multiplicative;
return(Result);
}
HINLINE hmm_quaternion
HMM_DivideQuaternionF(hmm_quaternion Left, float Dividend)
{
hmm_quaternion Result = {0};
Result.X = Left.X / Dividend;
Result.Y = Left.Y / Dividend;
Result.Z = Left.Z / Dividend;
Result.W = Left.W / Dividend;
return(Result);
}
HINLINE hmm_quaternion
HMM_InverseQuaternion(hmm_quaternion Left)
{
hmm_quaternion Conjugate = {0};
hmm_quaternion Result = {0};
float Norm = 0;
float NormSquared = 0;
Conjugate.X = -Left.X;
Conjugate.Y = -Left.Y;
Conjugate.Z = -Left.Z;
Conjugate.W = Left.W;
Norm = HMM_SquareRootF(HMM_DotQuaternion(Left, Left));
NormSquared = Norm * Norm;
Result.X = Conjugate.X / NormSquared;
Result.Y = Conjugate.Y / NormSquared;
Result.Z = Conjugate.Z / NormSquared;
Result.W = Conjugate.W / NormSquared;
return(Result);
}
HINLINE float
HMM_DotQuaternion(hmm_quaternion Left, hmm_quaternion Right)
{
float Result = 0.0f;
Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
return(Result);
}
HINLINE hmm_quaternion
HMM_NormalizeQuaternion(hmm_quaternion Left)
{
hmm_quaternion Result = {0};
float Length = HMM_SquareRootF(HMM_DotQuaternion(Left, Left));
Result = HMM_DivideQuaternionF(Left, Length);
return(Result);
}
HINLINE hmm_quaternion
HMM_NLerp(hmm_quaternion Left, float Time, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result.X = HMM_Lerp(Left.X, Time, Right.X);
Result.Y = HMM_Lerp(Left.Y, Time, Right.Y);
Result.Z = HMM_Lerp(Left.Z, Time, Right.Z);
Result.W = HMM_Lerp(Left.W, Time, Right.W);
Result = HMM_Normalize(Result);
return(Result);
}
HINLINE hmm_quaternion
HMM_Slerp(hmm_quaternion Left, float Time, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
hmm_quaternion QuaternionLeft = {0};
hmm_quaternion QuaternionRight = {0};
float Cos_Theta = HMM_DotQuaternion(Left, Right);
float Angle = HMM_ACosF(Cos_Theta);
float S1 = HMM_SinF((1.0f - Time) * Angle);
float S2 = HMM_SinF(Time * Angle);
float Is = 1.0f / HMM_SinF(Angle);
QuaternionLeft = HMM_MultiplyQuaternionF(Left, S1);
QuaternionRight = HMM_MultiplyQuaternionF(Right, S2);
Result = HMM_AddQuaternion(QuaternionLeft, QuaternionRight);
Result = HMM_MultiplyQuaternionF(Result, Is);
return(Result);
}
HINLINE hmm_mat4
HMM_QuaternionToMat4(hmm_quaternion Left)
{
hmm_mat4 Result = {0};
Result = HMM_Mat4d(1);
hmm_quaternion NormalizedQuaternion = HMM_NormalizeQuaternion(Left);
float XX, YY, ZZ,
XY, XZ, YZ,
WX, WY, WZ;
XX = NormalizedQuaternion.X * NormalizedQuaternion.X;
YY = NormalizedQuaternion.Y * NormalizedQuaternion.Y;
ZZ = NormalizedQuaternion.Z * NormalizedQuaternion.Z;
XY = NormalizedQuaternion.X * NormalizedQuaternion.Y;
XZ = NormalizedQuaternion.X * NormalizedQuaternion.Z;
YZ = NormalizedQuaternion.Y * NormalizedQuaternion.Z;
WX = NormalizedQuaternion.W * NormalizedQuaternion.X;
WY = NormalizedQuaternion.W * NormalizedQuaternion.Y;
WZ = NormalizedQuaternion.W * NormalizedQuaternion.Z;
Result.Elements[0][0] = 1.0f - 2.0f * (YY + ZZ);
Result.Elements[0][1] = 2.0f * (XY + WZ);
Result.Elements[0][2] = 2.0f * (XZ - WY);
Result.Elements[1][0] = 2.0f * (XY - WZ);
Result.Elements[1][1] = 1.0f - 2.0f * (XX + ZZ);
Result.Elements[1][2] = 2.0f * (YZ + WX);
Result.Elements[2][0] = 2.0f * (XZ + WY);
Result.Elements[2][1] = 2.0f * (YZ - WX);
Result.Elements[2][2] = 1.0f - 2.0f * (XX + YY);
return(Result);
}
HINLINE hmm_quaternion
HMM_QuaternionFromAxisAngle(hmm_vec3 Axis, float AngleOfRotation)
{
hmm_quaternion Result = {0};
float AxisNorm = 0;
float SineOfRotation = 0;
hmm_vec3 RotatedVector = {0};
AxisNorm = HMM_SquareRootF(HMM_DotVec3(Axis, Axis));
SineOfRotation = HMM_SinF(AngleOfRotation / 2.0f);
RotatedVector = HMM_MultiplyVec3f(Axis, SineOfRotation);
Result.W = HMM_CosF(AngleOfRotation / 2.0f);
Result.XYZ = HMM_DivideVec3f(RotatedVector, AxisNorm);
return(Result);
}
#ifdef HANDMADE_MATH_CPP_MODE
HMMDEF float
@@ -1508,6 +1859,16 @@ HMM_Normalize(hmm_vec4 A)
return(Result);
}
HINLINE hmm_quaternion
HMM_Normalize(hmm_quaternion A)
{
hmm_quaternion Result = {0};
Result = HMM_NormalizeQuaternion(A);
return(Result);
}
HINLINE float
HMM_Dot(hmm_vec2 VecOne, hmm_vec2 VecTwo)
{
@@ -1538,6 +1899,16 @@ HMM_Dot(hmm_vec4 VecOne, hmm_vec4 VecTwo)
return(Result);
}
HINLINE float
HMM_Dot(hmm_quaternion QuatOne, hmm_quaternion QuatTwo)
{
float Result = 0;
Result = HMM_DotQuaternion(QuatOne, QuatTwo);
return(Result);
}
HINLINE hmm_vec2
HMM_Add(hmm_vec2 Left, hmm_vec2 Right)
{
@@ -1574,6 +1945,15 @@ HMM_Add(hmm_mat4 Left, hmm_mat4 Right)
return (Result);
}
HINLINE hmm_quaternion
HMM_Add(hmm_quaternion Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result = HMM_AddQuaternion(Left, Right);
return(Result);
}
HINLINE hmm_vec2
HMM_Subtract(hmm_vec2 Left, hmm_vec2 Right)
{
@@ -1610,6 +1990,15 @@ HMM_Subtract(hmm_mat4 Left, hmm_mat4 Right)
return (Result);
}
HINLINE hmm_quaternion
HMM_Subtract(hmm_quaternion Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result = HMM_SubtractQuaternion(Left, Right);
return (Result);
}
HINLINE hmm_vec2
HMM_Multiply(hmm_vec2 Left, hmm_vec2 Right)
{
@@ -1691,6 +2080,33 @@ HMM_Multiply(hmm_mat4 Matrix, hmm_vec4 Vector)
return (Result);
}
HINLINE hmm_quaternion
HMM_Multiply(hmm_quaternion Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result = HMM_MultiplyQuaternion(Left, Right);
return (Result);
}
HINLINE hmm_quaternion
HMM_Multiply(hmm_quaternion Left, float Right)
{
hmm_quaternion Result = {0};
Result = HMM_MultiplyQuaternionF(Left, Right);
return (Result);
}
HINLINE hmm_quaternion
HMM_Multiply(float Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result = HMM_MultiplyQuaternionF(Right, Left);
return (Result);
}
HINLINE hmm_vec2
HMM_Divide(hmm_vec2 Left, hmm_vec2 Right)
{
@@ -1754,6 +2170,15 @@ HMM_Divide(hmm_mat4 Left, float Right)
return (Result);
}
HINLINE hmm_quaternion
HMM_Divide(hmm_quaternion Left, float Right)
{
hmm_quaternion Result = {0};
Result = HMM_DivideQuaternionF(Left, Right);
return (Result);
}
HINLINE hmm_vec2
operator+(hmm_vec2 Left, hmm_vec2 Right)
{
@@ -1790,6 +2215,15 @@ operator+(hmm_mat4 Left, hmm_mat4 Right)
return (Result);
}
HINLINE hmm_quaternion
operator+(hmm_quaternion Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result = HMM_Add(Left, Right);
return (Result);
}
HINLINE hmm_vec2
operator-(hmm_vec2 Left, hmm_vec2 Right)
{
@@ -1826,6 +2260,15 @@ operator-(hmm_mat4 Left, hmm_mat4 Right)
return (Result);
}
HINLINE hmm_quaternion
operator-(hmm_quaternion Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result = HMM_Subtract(Left, Right);
return (Result);
}
HINLINE hmm_vec2
operator*(hmm_vec2 Left, hmm_vec2 Right)
{
@@ -1942,6 +2385,33 @@ operator*(hmm_mat4 Matrix, hmm_vec4 Vector)
return (Result);
}
HINLINE hmm_quaternion
operator*(hmm_quaternion Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result = HMM_Multiply(Left, Right);
return (Result);
}
HINLINE hmm_quaternion
operator*(hmm_quaternion Left, float Right)
{
hmm_quaternion Result = {0};
Result = HMM_Multiply(Left, Right);
return (Result);
}
HINLINE hmm_quaternion
operator*(float Left, hmm_quaternion Right)
{
hmm_quaternion Result = {0};
Result = HMM_Multiply(Right, Left);
return (Result);
}
HINLINE hmm_vec2
operator/(hmm_vec2 Left, hmm_vec2 Right)
{
@@ -1954,7 +2424,9 @@ operator/(hmm_vec2 Left, hmm_vec2 Right)
HINLINE hmm_vec3
operator/(hmm_vec3 Left, hmm_vec3 Right)
{
hmm_vec3 Result = HMM_Divide(Left, Right);
hmm_vec3 Result = {0};
Result = HMM_Divide(Left, Right);
return (Result);
}
@@ -2004,6 +2476,15 @@ operator/(hmm_mat4 Left, float Right)
return (Result);
}
HINLINE hmm_quaternion
operator/(hmm_quaternion Left, float Right)
{
hmm_quaternion Result = {0};
Result = HMM_Divide(Left, Right);
return (Result);
}
HINLINE hmm_vec2 &
operator+=(hmm_vec2 &Left, hmm_vec2 Right)
{
@@ -2028,6 +2509,12 @@ operator+=(hmm_mat4 &Left, hmm_mat4 Right)
return (Left = Left + Right);
}
HINLINE hmm_quaternion &
operator+=(hmm_quaternion &Left, hmm_quaternion Right)
{
return (Left = Left + Right);
}
HINLINE hmm_vec2 &
operator-=(hmm_vec2 &Left, hmm_vec2 Right)
{
@@ -2052,6 +2539,12 @@ operator-=(hmm_mat4 &Left, hmm_mat4 Right)
return (Left = Left - Right);
}
HINLINE hmm_quaternion &
operator-=(hmm_quaternion &Left, hmm_quaternion Right)
{
return (Left = Left - Right);
}
HINLINE hmm_vec2 &
operator/=(hmm_vec2 &Left, hmm_vec2 Right)
{
@@ -2094,6 +2587,12 @@ operator/=(hmm_mat4 &Left, float Right)
return (Left = Left / Right);
}
HINLINE hmm_quaternion &
operator/=(hmm_quaternion &Left, float Right)
{
return (Left = Left / Right);
}
HINLINE hmm_vec2 &
operator*=(hmm_vec2 &Left, hmm_vec2 Right)
{
@@ -2136,6 +2635,12 @@ operator*=(hmm_mat4 &Left, float Right)
return (Left = Left * Right);
}
HINLINE hmm_quaternion &
operator*=(hmm_quaternion &Left, float Right)
{
return (Left = Left * Right);
}
#endif /* HANDMADE_MATH_CPP_MODE */
#endif /* HANDMADE_MATH_IMPLEMENTATION */

View File

@@ -12,6 +12,7 @@ _This library is free and will stay free, but if you would like to support devel
Version | Changes |
----------------|----------------|
**1.1** | Quaternions! |
**1.0** | Lots of testing |
**0.7** | Added HMM_Vec2, and HMM_Vec4 versions of HMM_LengthSquared, HMM_Length, and HMM_Normalize. |
**0.6** | 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 |

View File

@@ -157,6 +157,29 @@ TEST(Initialization, MatrixDiagonal)
}
}
TEST(Initialization, Quaternion)
{
hmm_quaternion q = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
EXPECT_FLOAT_EQ(q.X, 1.0f);
EXPECT_FLOAT_EQ(q.Y, 2.0f);
EXPECT_FLOAT_EQ(q.Z, 3.0f);
EXPECT_FLOAT_EQ(q.W, 4.0f);
EXPECT_FLOAT_EQ(q.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(q.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(q.Elements[2], 3.0f);
EXPECT_FLOAT_EQ(q.Elements[3], 4.0f);
hmm_vec4 v = HMM_Vec4(1.0f, 2.0f, 3.0f, 4.0f);
hmm_quaternion qv = HMM_QuaternionV4(v);
EXPECT_FLOAT_EQ(qv.X, 1.0f);
EXPECT_FLOAT_EQ(qv.Y, 2.0f);
EXPECT_FLOAT_EQ(qv.Z, 3.0f);
EXPECT_FLOAT_EQ(qv.W, 4.0f);
}
TEST(VectorOps, LengthSquared)
{
hmm_vec2 v2 = HMM_Vec2(1.0f, -2.0f);
@@ -314,6 +337,119 @@ TEST(MatrixOps, Transpose)
EXPECT_FLOAT_EQ(result.Elements[3][3], 16.0f);
}
TEST(QuaternionOps, Inverse)
{
hmm_quaternion q1 = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
hmm_quaternion inverse = HMM_InverseQuaternion(q1);
hmm_quaternion result = HMM_MultiplyQuaternion(q1, inverse);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
EXPECT_FLOAT_EQ(result.W, 1.0f);
}
TEST(QuaternionOps, Dot)
{
hmm_quaternion q1 = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
hmm_quaternion q2 = HMM_Quaternion(5.0f, 6.0f, 7.0f, 8.0f);
{
float result = HMM_DotQuaternion(q1, q2);
EXPECT_FLOAT_EQ(result, 70.0f);
}
{
float result = HMM_Dot(q1, q2);
EXPECT_FLOAT_EQ(result, 70.0f);
}
}
TEST(QuaternionOps, Normalize)
{
hmm_quaternion q = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
{
hmm_quaternion result = HMM_NormalizeQuaternion(q);
EXPECT_FLOAT_EQ(result.X, 0.1825741858f);
EXPECT_FLOAT_EQ(result.Y, 0.3651483717f);
EXPECT_FLOAT_EQ(result.Z, 0.5477225575f);
EXPECT_FLOAT_EQ(result.W, 0.7302967433f);
}
{
hmm_quaternion result = HMM_Normalize(q);
EXPECT_FLOAT_EQ(result.X, 0.1825741858f);
EXPECT_FLOAT_EQ(result.Y, 0.3651483717f);
EXPECT_FLOAT_EQ(result.Z, 0.5477225575f);
EXPECT_FLOAT_EQ(result.W, 0.7302967433f);
}
}
TEST(QuaternionOps, NLerp)
{
hmm_quaternion from = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
hmm_quaternion to = HMM_Quaternion(0.5f, 0.5f, -0.5f, 0.5f);
hmm_quaternion result = HMM_NLerp(from, 0.5f, to);
EXPECT_FLOAT_EQ(result.X, 0.28867513f);
EXPECT_FLOAT_EQ(result.Y, 0.28867513f);
EXPECT_FLOAT_EQ(result.Z, -0.28867513f);
EXPECT_FLOAT_EQ(result.W, 0.86602540f);
}
TEST(QuaternionOps, Slerp)
{
hmm_quaternion from = HMM_Quaternion(0.0f, 0.0f, 0.0f, 1.0f);
hmm_quaternion to = HMM_Quaternion(0.5f, 0.5f, -0.5f, 0.5f);
hmm_quaternion result = HMM_Slerp(from, 0.5f, to);
EXPECT_FLOAT_EQ(result.X, 0.28867513f);
EXPECT_FLOAT_EQ(result.Y, 0.28867513f);
EXPECT_FLOAT_EQ(result.Z, -0.28867513f);
EXPECT_FLOAT_EQ(result.W, 0.86602540f);
}
TEST(QuaternionOps, ToMat4)
{
const float abs_error = 0.0001f;
hmm_quaternion rot = HMM_Quaternion(0.707107f, 0.0f, 0.0f, 0.707107f);
hmm_mat4 result = HMM_QuaternionToMat4(rot);
EXPECT_NEAR(result.Elements[0][0], 1.0f, abs_error);
EXPECT_NEAR(result.Elements[0][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[0][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[0][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[1][2], 1.0f, abs_error);
EXPECT_NEAR(result.Elements[1][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][1], -1.0f, abs_error);
EXPECT_NEAR(result.Elements[2][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[2][3], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][0], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][1], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][2], 0.0f, abs_error);
EXPECT_NEAR(result.Elements[3][3], 1.0f, abs_error);
}
TEST(QuaternionOps, FromAxisAngle)
{
hmm_vec3 axis = HMM_Vec3(1.0f, 0.0f, 0.0f);
float angle = HMM_PI32 / 2.0f;
hmm_quaternion result = HMM_QuaternionFromAxisAngle(axis, angle);
EXPECT_FLOAT_EQ(result.X, 0.707107f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
EXPECT_FLOAT_EQ(result.W, 0.707107f);
}
TEST(Addition, Vec2)
{
hmm_vec2 v2_1 = HMM_Vec2(1.0f, 2.0f);
@@ -478,6 +614,40 @@ TEST(Addition, Mat4)
}
}
TEST(Addition, Quaternion)
{
hmm_quaternion q1 = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
hmm_quaternion q2 = HMM_Quaternion(5.0f, 6.0f, 7.0f, 8.0f);
{
hmm_quaternion result = HMM_AddQuaternion(q1, q2);
EXPECT_FLOAT_EQ(result.X, 6.0f);
EXPECT_FLOAT_EQ(result.Y, 8.0f);
EXPECT_FLOAT_EQ(result.Z, 10.0f);
EXPECT_FLOAT_EQ(result.W, 12.0f);
}
{
hmm_quaternion result = HMM_Add(q1, q2);
EXPECT_FLOAT_EQ(result.X, 6.0f);
EXPECT_FLOAT_EQ(result.Y, 8.0f);
EXPECT_FLOAT_EQ(result.Z, 10.0f);
EXPECT_FLOAT_EQ(result.W, 12.0f);
}
{
hmm_quaternion result = q1 + q2;
EXPECT_FLOAT_EQ(result.X, 6.0f);
EXPECT_FLOAT_EQ(result.Y, 8.0f);
EXPECT_FLOAT_EQ(result.Z, 10.0f);
EXPECT_FLOAT_EQ(result.W, 12.0f);
}
q1 += q2;
EXPECT_FLOAT_EQ(q1.X, 6.0f);
EXPECT_FLOAT_EQ(q1.Y, 8.0f);
EXPECT_FLOAT_EQ(q1.Z, 10.0f);
EXPECT_FLOAT_EQ(q1.W, 12.0f);
}
TEST(Subtraction, Vec2)
{
hmm_vec2 v2_1 = HMM_Vec2(1.0f, 2.0f);
@@ -634,6 +804,40 @@ TEST(Subtraction, Mat4)
}
}
TEST(Subtraction, Quaternion)
{
hmm_quaternion q1 = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
hmm_quaternion q2 = HMM_Quaternion(5.0f, 6.0f, 7.0f, 8.0f);
{
hmm_quaternion result = HMM_SubtractQuaternion(q1, q2);
EXPECT_FLOAT_EQ(result.X, -4.0f);
EXPECT_FLOAT_EQ(result.Y, -4.0f);
EXPECT_FLOAT_EQ(result.Z, -4.0f);
EXPECT_FLOAT_EQ(result.W, -4.0f);
}
{
hmm_quaternion result = HMM_Subtract(q1, q2);
EXPECT_FLOAT_EQ(result.X, -4.0f);
EXPECT_FLOAT_EQ(result.Y, -4.0f);
EXPECT_FLOAT_EQ(result.Z, -4.0f);
EXPECT_FLOAT_EQ(result.W, -4.0f);
}
{
hmm_quaternion result = q1 - q2;
EXPECT_FLOAT_EQ(result.X, -4.0f);
EXPECT_FLOAT_EQ(result.Y, -4.0f);
EXPECT_FLOAT_EQ(result.Z, -4.0f);
EXPECT_FLOAT_EQ(result.W, -4.0f);
}
q1 -= q2;
EXPECT_FLOAT_EQ(q1.X, -4.0f);
EXPECT_FLOAT_EQ(q1.Y, -4.0f);
EXPECT_FLOAT_EQ(q1.Z, -4.0f);
EXPECT_FLOAT_EQ(q1.W, -4.0f);
}
TEST(Multiplication, Vec2Vec2)
{
hmm_vec2 v2_1 = HMM_Vec2(1.0f, 2.0f);
@@ -1074,6 +1278,79 @@ TEST(Multiplication, Mat4Vec4)
// *= makes no sense for this particular case.
}
TEST(Multiplication, QuaternionQuaternion)
{
hmm_quaternion q1 = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
hmm_quaternion q2 = HMM_Quaternion(5.0f, 6.0f, 7.0f, 8.0f);
{
hmm_quaternion result = HMM_MultiplyQuaternion(q1, q2);
EXPECT_FLOAT_EQ(result.X, 24.0f);
EXPECT_FLOAT_EQ(result.Y, 48.0f);
EXPECT_FLOAT_EQ(result.Z, 48.0f);
EXPECT_FLOAT_EQ(result.W, -6.0f);
}
{
hmm_quaternion result = HMM_Multiply(q1, q2);
EXPECT_FLOAT_EQ(result.X, 24.0f);
EXPECT_FLOAT_EQ(result.Y, 48.0f);
EXPECT_FLOAT_EQ(result.Z, 48.0f);
EXPECT_FLOAT_EQ(result.W, -6.0f);
}
{
hmm_quaternion result = q1 * q2;
EXPECT_FLOAT_EQ(result.X, 24.0f);
EXPECT_FLOAT_EQ(result.Y, 48.0f);
EXPECT_FLOAT_EQ(result.Z, 48.0f);
EXPECT_FLOAT_EQ(result.W, -6.0f);
}
// Like with matrices, we're not implementing the *=
// operator for quaternions because quaternion multiplication
// is not commutative.
}
TEST(Multiplication, QuaternionScalar)
{
hmm_quaternion q = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
float f = 2.0f;
{
hmm_quaternion result = HMM_MultiplyQuaternionF(q, f);
EXPECT_FLOAT_EQ(result.X, 2.0f);
EXPECT_FLOAT_EQ(result.Y, 4.0f);
EXPECT_FLOAT_EQ(result.Z, 6.0f);
EXPECT_FLOAT_EQ(result.W, 8.0f);
}
{
hmm_quaternion result = HMM_Multiply(q, f);
EXPECT_FLOAT_EQ(result.X, 2.0f);
EXPECT_FLOAT_EQ(result.Y, 4.0f);
EXPECT_FLOAT_EQ(result.Z, 6.0f);
EXPECT_FLOAT_EQ(result.W, 8.0f);
}
{
hmm_quaternion result = q * f;
EXPECT_FLOAT_EQ(result.X, 2.0f);
EXPECT_FLOAT_EQ(result.Y, 4.0f);
EXPECT_FLOAT_EQ(result.Z, 6.0f);
EXPECT_FLOAT_EQ(result.W, 8.0f);
}
{
hmm_quaternion result = f * q;
EXPECT_FLOAT_EQ(result.X, 2.0f);
EXPECT_FLOAT_EQ(result.Y, 4.0f);
EXPECT_FLOAT_EQ(result.Z, 6.0f);
EXPECT_FLOAT_EQ(result.W, 8.0f);
}
q *= f;
EXPECT_FLOAT_EQ(q.X, 2.0f);
EXPECT_FLOAT_EQ(q.Y, 4.0f);
EXPECT_FLOAT_EQ(q.Z, 6.0f);
EXPECT_FLOAT_EQ(q.W, 8.0f);
}
TEST(Division, Vec2Vec2)
{
hmm_vec2 v2_1 = HMM_Vec2(1.0f, 3.0f);
@@ -1348,6 +1625,40 @@ TEST(Division, Mat4Scalar)
EXPECT_FLOAT_EQ(m4.Elements[3][3], 8.0f);
}
TEST(Division, QuaternionScalar)
{
hmm_quaternion q = HMM_Quaternion(1.0f, 2.0f, 3.0f, 4.0f);
float f = 2.0f;
{
hmm_quaternion result = HMM_DivideQuaternionF(q, f);
EXPECT_FLOAT_EQ(result.X, 0.5f);
EXPECT_FLOAT_EQ(result.Y, 1.0f);
EXPECT_FLOAT_EQ(result.Z, 1.5f);
EXPECT_FLOAT_EQ(result.W, 2.0f);
}
{
hmm_quaternion result = HMM_Divide(q, f);
EXPECT_FLOAT_EQ(result.X, 0.5f);
EXPECT_FLOAT_EQ(result.Y, 1.0f);
EXPECT_FLOAT_EQ(result.Z, 1.5f);
EXPECT_FLOAT_EQ(result.W, 2.0f);
}
{
hmm_quaternion result = q / f;
EXPECT_FLOAT_EQ(result.X, 0.5f);
EXPECT_FLOAT_EQ(result.Y, 1.0f);
EXPECT_FLOAT_EQ(result.Z, 1.5f);
EXPECT_FLOAT_EQ(result.W, 2.0f);
}
q /= f;
EXPECT_FLOAT_EQ(q.X, 0.5f);
EXPECT_FLOAT_EQ(q.Y, 1.0f);
EXPECT_FLOAT_EQ(q.Z, 1.5f);
EXPECT_FLOAT_EQ(q.W, 2.0f);
}
TEST(Projection, Orthographic)
{
hmm_mat4 projection = HMM_Orthographic(-10.0f, 10.0f, -5.0f, 5.0f, 0.0f, -10.0f);