diff --git a/HandmadeMath.h b/HandmadeMath.h index e0f967e..cb22e0e 100644 --- a/HandmadeMath.h +++ b/HandmadeMath.h @@ -1,5 +1,5 @@ /* - HandmadeMath.h v1.5.0 + HandmadeMath.h v1.5.1 This is a single header file with a bunch of useful functions for game and graphics math operations. @@ -166,6 +166,8 @@ (*) Changed internal structure for better performance and inlining. (*) As a result, HANDMADE_MATH_NO_INLINE has been removed and no longer has any effect. + 1.5.1 + (*) Fixed a bug with uninitialized elements in HMM_LookAt. LICENSE @@ -2339,14 +2341,17 @@ hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up) Result.Elements[0][0] = S.X; Result.Elements[0][1] = U.X; Result.Elements[0][2] = -F.X; + Result.Elements[0][3] = 0.0f; Result.Elements[1][0] = S.Y; Result.Elements[1][1] = U.Y; Result.Elements[1][2] = -F.Y; + Result.Elements[1][3] = 0.0f; Result.Elements[2][0] = S.Z; Result.Elements[2][1] = U.Z; Result.Elements[2][2] = -F.Z; + Result.Elements[2][3] = 0.0f; Result.Elements[3][0] = -HMM_DotVec3(S, Eye); Result.Elements[3][1] = -HMM_DotVec3(U, Eye); diff --git a/README.md b/README.md index c12725c..d563db3 100644 --- a/README.md +++ b/README.md @@ -10,6 +10,7 @@ To get started, go download [the latest release](https://github.com/HandmadeMath Version | Changes | ----------------|----------------| +**1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt. **1.5.0** | Changed internal structure for better performance and inlining. As a result, `HANDMADE_MATH_NO_INLINE` has been removed and no longer has any effect. **1.4.0** | Fixed bug when using C mode. SSE'd all vec4 operations. Removed zeroing for better performance. **1.3.0** | Removed need to `#define HANDMADE_MATH_CPP_MODE`. C++ definitions are now included automatically in C++ environments. diff --git a/test/categories/Transformation.h b/test/categories/Transformation.h index 126ec3e..19ce7f2 100644 --- a/test/categories/Transformation.h +++ b/test/categories/Transformation.h @@ -51,3 +51,27 @@ TEST(Transformations, Scale) EXPECT_FLOAT_EQ(scaled.Z, 1.5f); EXPECT_FLOAT_EQ(scaled.W, 1.0f); } + +TEST(Transformations, LookAt) +{ + const float abs_error = 0.0001f; + + hmm_mat4 result = HMM_LookAt(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_Vec3(0.0f, 2.0f, 1.0f), HMM_Vec3(2.0f, 1.0f, 1.0f)); + + EXPECT_NEAR(result.Elements[0][0], 0.169031f, abs_error); + EXPECT_NEAR(result.Elements[0][1], 0.897085f, abs_error); + EXPECT_NEAR(result.Elements[0][2], 0.408248f, abs_error); + EXPECT_FLOAT_EQ(result.Elements[0][3], 0.0f); + EXPECT_NEAR(result.Elements[1][0], 0.507093f, abs_error); + EXPECT_NEAR(result.Elements[1][1], 0.276026f, abs_error); + EXPECT_NEAR(result.Elements[1][2], -0.816497f, abs_error); + EXPECT_FLOAT_EQ(result.Elements[1][3], 0.0f); + EXPECT_NEAR(result.Elements[2][0], -0.845154f, abs_error); + EXPECT_NEAR(result.Elements[2][1], 0.345033f, abs_error); + EXPECT_NEAR(result.Elements[2][2], -0.408248f, abs_error); + EXPECT_FLOAT_EQ(result.Elements[2][3], 0.0f); + EXPECT_NEAR(result.Elements[3][0], -0.169031f, abs_error); + EXPECT_NEAR(result.Elements[3][1], -0.897085f, abs_error); + EXPECT_NEAR(result.Elements[3][2], -0.408248f, abs_error); + EXPECT_FLOAT_EQ(result.Elements[3][3], 1.0f); +}