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WIP: Properly initialize all elements of LookAt matrix (#84)
* Properly initialize all elements of LookAt matrix * Update version and readme * Add a test for LookAt good enough
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@@ -1,5 +1,5 @@
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/*
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HandmadeMath.h v1.5.0
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HandmadeMath.h v1.5.1
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This is a single header file with a bunch of useful functions for game and
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graphics math operations.
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@@ -166,6 +166,8 @@
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(*) Changed internal structure for better performance and inlining.
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(*) As a result, HANDMADE_MATH_NO_INLINE has been removed and no
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longer has any effect.
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1.5.1
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(*) Fixed a bug with uninitialized elements in HMM_LookAt.
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LICENSE
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@@ -2339,14 +2341,17 @@ hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
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Result.Elements[0][0] = S.X;
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Result.Elements[0][1] = U.X;
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Result.Elements[0][2] = -F.X;
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Result.Elements[0][3] = 0.0f;
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Result.Elements[1][0] = S.Y;
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Result.Elements[1][1] = U.Y;
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Result.Elements[1][2] = -F.Y;
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Result.Elements[1][3] = 0.0f;
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Result.Elements[2][0] = S.Z;
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Result.Elements[2][1] = U.Z;
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Result.Elements[2][2] = -F.Z;
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Result.Elements[2][3] = 0.0f;
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Result.Elements[3][0] = -HMM_DotVec3(S, Eye);
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Result.Elements[3][1] = -HMM_DotVec3(U, Eye);
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@@ -10,6 +10,7 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
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Version | Changes |
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----------------|----------------|
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**1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt.
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**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.
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**1.4.0** | Fixed bug when using C mode. SSE'd all vec4 operations. Removed zeroing for better performance.
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**1.3.0** | Removed need to `#define HANDMADE_MATH_CPP_MODE`. C++ definitions are now included automatically in C++ environments.
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@@ -51,3 +51,27 @@ TEST(Transformations, Scale)
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EXPECT_FLOAT_EQ(scaled.Z, 1.5f);
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EXPECT_FLOAT_EQ(scaled.W, 1.0f);
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}
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TEST(Transformations, LookAt)
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{
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const float abs_error = 0.0001f;
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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));
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EXPECT_NEAR(result.Elements[0][0], 0.169031f, abs_error);
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EXPECT_NEAR(result.Elements[0][1], 0.897085f, abs_error);
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EXPECT_NEAR(result.Elements[0][2], 0.408248f, abs_error);
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EXPECT_FLOAT_EQ(result.Elements[0][3], 0.0f);
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EXPECT_NEAR(result.Elements[1][0], 0.507093f, abs_error);
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EXPECT_NEAR(result.Elements[1][1], 0.276026f, abs_error);
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EXPECT_NEAR(result.Elements[1][2], -0.816497f, abs_error);
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EXPECT_FLOAT_EQ(result.Elements[1][3], 0.0f);
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EXPECT_NEAR(result.Elements[2][0], -0.845154f, abs_error);
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EXPECT_NEAR(result.Elements[2][1], 0.345033f, abs_error);
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EXPECT_NEAR(result.Elements[2][2], -0.408248f, abs_error);
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EXPECT_FLOAT_EQ(result.Elements[2][3], 0.0f);
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EXPECT_NEAR(result.Elements[3][0], -0.169031f, abs_error);
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EXPECT_NEAR(result.Elements[3][1], -0.897085f, abs_error);
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EXPECT_NEAR(result.Elements[3][2], -0.408248f, abs_error);
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EXPECT_FLOAT_EQ(result.Elements[3][3], 1.0f);
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}
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