Ensure column-major order for matrices and fix HMM_Translate

Most of the changes in this patch are cosmetic (such as looping by
columns first.) HMM_Translate was incorrectly producing row-major
matrices, which should now be fixed.

Fixes #22
This commit is contained in:
Ben Visness
2016-08-25 14:08:46 -05:00
parent f8ff9972ee
commit bcf7937eec

View File

@@ -1,5 +1,5 @@
/*
HandmadeMath.h v0.5
HandmadeMath.h v0.5.1
This is a single header file with a bunch of useful functions for
basic game math operations.
@@ -116,6 +116,9 @@
(*) Added matrix subtraction and += for hmm_mat4
(*) Reconciled all headers and implementations
(*) Tidied up, and filled in a few missing operators
0.5.1
(*) Ensured column-major order for matrices throughout
(*) Fixed HMM_Translate producing row-major matrices
@@ -987,16 +990,6 @@ HMM_Mat4d(float Diagonal)
{
hmm_mat4 Result = HMM_Mat4();
int Rows;
for(Rows = 0; Rows < 4; ++Rows)
{
int Columns;
for(Columns = 0; Columns < 4; ++Columns)
{
Result.Elements[Rows][Columns] = 0.0f;
}
}
Result.Elements[0][0] = Diagonal;
Result.Elements[1][1] = Diagonal;
Result.Elements[2][2] = Diagonal;
@@ -1010,13 +1003,13 @@ HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
{
hmm_mat4 Result = HMM_Mat4();
int Rows;
for (Rows = 0; Rows < 4; ++Rows)
int Columns;
for(Columns = 0; Columns < 4; ++Columns)
{
int Columns;
for (Columns = 0; Columns < 4; ++Columns)
int Rows;
for(Rows = 0; Rows < 4; ++Rows)
{
Result.Elements[Rows][Columns] = Left.Elements[Rows][Columns] + Right.Elements[Rows][Columns];
Result.Elements[Columns][Rows] = Left.Elements[Columns][Rows] + Right.Elements[Columns][Rows];
}
}
@@ -1028,13 +1021,13 @@ HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
{
hmm_mat4 Result = HMM_Mat4();
int Rows;
for (Rows = 0; Rows < 4; ++Rows)
int Columns;
for(Columns = 0; Columns < 4; ++Columns)
{
int Columns;
for (Columns = 0; Columns < 4; ++Columns)
int Rows;
for(Rows = 0; Rows < 4; ++Rows)
{
Result.Elements[Rows][Columns] = Left.Elements[Rows][Columns] - Right.Elements[Rows][Columns];
Result.Elements[Columns][Rows] = Left.Elements[Columns][Rows] - Right.Elements[Columns][Rows];
}
}
@@ -1046,20 +1039,20 @@ HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
{
hmm_mat4 Result = HMM_Mat4();
int Rows;
for(Rows = 0; Rows < 4; ++Rows)
int Columns;
for(Columns = 0; Columns < 4; ++Columns)
{
int Columns;
for(Columns = 0; Columns < 4; ++Columns)
int Rows;
for(Rows = 0; Rows < 4; ++Rows)
{
float Sum = 0;
int CurrentMatrice;
for(CurrentMatrice = 0; CurrentMatrice < 4; ++CurrentMatrice)
{
Sum += Right.Elements[Rows][CurrentMatrice] * Left.Elements[CurrentMatrice][Columns];
Sum += Left.Elements[CurrentMatrice][Rows] * Right.Elements[Columns][CurrentMatrice];
}
Result.Elements[Rows][Columns] = Sum;
Result.Elements[Columns][Rows] = Sum;
}
}
@@ -1071,13 +1064,13 @@ HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
{
hmm_mat4 Result = HMM_Mat4();
int Rows;
for (Rows = 0; Rows < 4; ++Rows)
int Columns;
for(Columns = 0; Columns < 4; ++Columns)
{
int Columns;
for (Columns = 0; Columns < 4; ++Columns)
int Rows;
for(Rows = 0; Rows < 4; ++Rows)
{
Result.Elements[Rows][Columns] = Matrix.Elements[Rows][Columns] * Scalar;
Result.Elements[Columns][Rows] = Matrix.Elements[Columns][Rows] * Scalar;
}
}
@@ -1089,13 +1082,13 @@ HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
{
hmm_vec4 Result = {0};
int Rows, Columns;
int Columns, Rows;
for(Rows = 0; Rows < 4; ++Rows)
{
float Sum = 0;
for(Columns = 0; Columns < 4; ++Columns)
{
Sum += Matrix.Elements[Rows][Columns] * Vector.Elements[Columns];
Sum += Matrix.Elements[Columns][Rows] * Vector.Elements[Columns];
}
Result.Elements[Rows] = Sum;
@@ -1109,13 +1102,13 @@ HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
{
hmm_mat4 Result = HMM_Mat4();
int Rows;
for (Rows = 0; Rows < 4; ++Rows)
int Columns;
for(Columns = 0; Columns < 4; ++Columns)
{
int Columns;
for (Columns = 0; Columns < 4; ++Columns)
int Rows;
for(Rows = 0; Rows < 4; ++Rows)
{
Result.Elements[Rows][Columns] = Matrix.Elements[Rows][Columns] / Scalar;
Result.Elements[Columns][Rows] = Matrix.Elements[Columns][Rows] / Scalar;
}
}
@@ -1160,9 +1153,9 @@ HMM_Translate(hmm_vec3 Translation)
{
hmm_mat4 Result = HMM_Mat4d(1.0f);
Result.Elements[0][3] = Translation.X;
Result.Elements[1][3] = Translation.Y;
Result.Elements[2][3] = Translation.Z;
Result.Elements[3][0] = Translation.X;
Result.Elements[3][1] = Translation.Y;
Result.Elements[3][2] = Translation.Z;
return (Result);
}