Add fast vector normalization (#94)

* Add fast normalization routines

* Update readme and remove version history from main file

* Update version at top of file
This commit is contained in:
Ben Visness
2018-11-30 00:02:41 -06:00
committed by Zak Strange
parent 5ca1d58b36
commit f7c8e1f7d1
3 changed files with 138 additions and 114 deletions

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@@ -1,5 +1,5 @@
/*
HandmadeMath.h v1.7.1
HandmadeMath.h v1.8.0
This is a single header file with a bunch of useful functions for game and
graphics math operations.
@@ -65,119 +65,6 @@
versions of these functions that are provided by the CRT.
=============================================================================
Version History:
0.2 (*) Updated documentation
(*) Better C compliance
(*) Prefix all handmade math functions
(*) Better operator overloading
0.2a
(*) Prefixed Macros
0.2b
(*) Disabled warning 4201 on MSVC as it is legal is C11
(*) Removed the f at the end of HMM_PI to get 64bit precision
0.3
(*) Added +=, -=, *=, /= for hmm_vec2, hmm_vec3, hmm_vec4
0.4
(*) SSE Optimized HMM_SqrtF
(*) SSE Optimized HMM_RSqrtF
(*) Removed CRT
0.5
(*) Added scalar multiplication and division for vectors
and matrices
(*) 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
0.5.2
(*) Fixed SSE code in HMM_SqrtF
(*) Fixed SSE code in HMM_RSqrtF
0.6
(*) Added Unit testing
(*) 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
0.7
(*) REMOVED HMM_LengthSquared in HANDMADE_MATH_IMPLEMENTATION (should
use HMM_LengthSquaredVec3, or HANDMADE_MATH_CPP_MODE for function
overloaded version)
(*) REMOVED HMM_Length in HANDMADE_MATH_IMPLEMENTATION (should use
HMM_LengthVec3, HANDMADE_MATH_CPP_MODE for function
overloaded version)
(*) REMOVED HMM_Normalize in HANDMADE_MATH_IMPLEMENTATION (should use
HMM_NormalizeVec3, or HANDMADE_MATH_CPP_MODE for function
overloaded version)
(*) Added HMM_LengthSquaredVec2
(*) Added HMM_LengthSquaredVec4
(*) Addd HMM_LengthVec2
(*) Added HMM_LengthVec4
(*) Added HMM_NormalizeVec2
(*) Added HMM_NormalizeVec4
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
1.1.1
(*) Resolved compiler warnings on gcc and g++
1.1.2
(*) Fixed invalid HMMDEF's in the function definitions
1.1.3
(*) Fixed compile error in C mode
1.1.4
(*) Fixed SSE being included on platforms that don't support it
(*) Fixed divide-by-zero errors when normalizing zero vectors.
1.1.5
(*) Add Width and Height to HMM_Vec2
(*) Made it so you can supply your own SqrtF
1.2.0
(*) Added equality functions for HMM_Vec2, HMM_Vec3, and HMM_Vec4.
(*) Added HMM_EqualsVec2, HMM_EqualsVec3, and HMM_EqualsVec4
(*) Added C++ overloaded HMM_Equals for all three
(*) Added C++ == and != operators for all three
(*) SSE'd HMM_MultiplyMat4 (this is _WAY_ faster)
(*) SSE'd HMM_Transpose
1.3.0
(*) Remove need to #define HANDMADE_MATH_CPP_MODE
1.4.0
(*) Fixed bug when using HandmadeMath in C mode
(*) SSEd all vec4 operations
(*) Removed all zero-ing
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.
1.5.1
(*) Fixed a bug with uninitialized elements in HMM_LookAt.
1.6.0
(*) Added array subscript operators for vector and matrix types in
C++. This is provided as a convenience, but be aware that it may
incur an extra function call in unoptimized builds.
1.7.0
(*) Renamed the 'Rows' member of hmm_mat4 to 'Columns'. Since our
matrices are column-major, this should have been named 'Columns'
from the start. 'Rows' is still present, but has been deprecated.
1.7.1
(*) Changed operator[] to take a const ref int instead of an int.
LICENSE
@@ -1129,6 +1016,21 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
return (Result);
}
HMM_INLINE hmm_vec2 HMM_FastNormalizeVec2(hmm_vec2 A)
{
return HMM_MultiplyVec2f(A, HMM_RSquareRootF(HMM_DotVec2(A, A)));
}
HMM_INLINE hmm_vec3 HMM_FastNormalizeVec3(hmm_vec3 A)
{
return HMM_MultiplyVec3f(A, HMM_RSquareRootF(HMM_DotVec3(A, A)));
}
HMM_INLINE hmm_vec4 HMM_FastNormalizeVec4(hmm_vec4 A)
{
return HMM_MultiplyVec4f(A, HMM_RSquareRootF(HMM_DotVec4(A, A)));
}
/*
* SSE stuff
@@ -1512,6 +1414,27 @@ HMM_INLINE hmm_vec4 HMM_Normalize(hmm_vec4 A)
return (Result);
}
HMM_INLINE hmm_vec2 HMM_FastNormalize(hmm_vec2 A)
{
hmm_vec2 Result = HMM_FastNormalizeVec2(A);
return (Result);
}
HMM_INLINE hmm_vec3 HMM_FastNormalize(hmm_vec3 A)
{
hmm_vec3 Result = HMM_FastNormalizeVec3(A);
return (Result);
}
HMM_INLINE hmm_vec4 HMM_FastNormalize(hmm_vec4 A)
{
hmm_vec4 Result = HMM_FastNormalizeVec4(A);
return (Result);
}
HMM_INLINE hmm_quaternion HMM_Normalize(hmm_quaternion A)
{
hmm_quaternion Result = HMM_NormalizeQuaternion(A);

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@@ -10,6 +10,7 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
Version | Changes |
----------------|----------------|
**1.8.0** | Added fast vector normalization routines that use fast inverse square roots.
**1.7.1** | Changed operator[] to take a const ref int instead of an int.
**1.7.0** | Renamed the 'Rows' member of hmm_mat4 to 'Columns'. Since our matrices are column-major, this should have been named 'Columns' from the start. 'Rows' is still present, but has been deprecated.
**1.6.0** | Added array subscript operators for vector and matrix types in C++. This is provided as a convenience, but be aware that it may incur an extra function call in unoptimized builds.

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@@ -134,6 +134,106 @@ TEST(VectorOps, NormalizeZero)
#endif
}
TEST(VectorOps, FastNormalize)
{
hmm_vec2 v2 = HMM_Vec2(1.0f, -2.0f);
hmm_vec3 v3 = HMM_Vec3(1.0f, -2.0f, 3.0f);
hmm_vec4 v4 = HMM_Vec4(1.0f, -2.0f, 3.0f, -1.0f);
{
hmm_vec2 result = HMM_FastNormalizeVec2(v2);
EXPECT_NEAR(HMM_LengthVec2(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalizeVec3(v3);
EXPECT_NEAR(HMM_LengthVec3(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalizeVec4(v4);
EXPECT_NEAR(HMM_LengthVec4(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
EXPECT_LT(result.W, 0.0f);
}
#ifdef __cplusplus
{
hmm_vec2 result = HMM_FastNormalize(v2);
EXPECT_NEAR(HMM_LengthVec2(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalize(v3);
EXPECT_NEAR(HMM_LengthVec3(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalize(v4);
EXPECT_NEAR(HMM_LengthVec4(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
EXPECT_LT(result.W, 0.0f);
}
#endif
}
TEST(VectorOps, FastNormalizeZero)
{
hmm_vec2 v2 = HMM_Vec2(0.0f, 0.0f);
hmm_vec3 v3 = HMM_Vec3(0.0f, 0.0f, 0.0f);
hmm_vec4 v4 = HMM_Vec4(0.0f, 0.0f, 0.0f, 0.0f);
{
hmm_vec2 result = HMM_FastNormalizeVec2(v2);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalizeVec3(v3);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalizeVec4(v4);
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, 0.0f);
}
#ifdef __cplusplus
{
hmm_vec2 result = HMM_FastNormalize(v2);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalize(v3);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalize(v4);
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, 0.0f);
}
#endif
}
TEST(VectorOps, Cross)
{
hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f);