Add lots and lots of missing operations

- Scalar multiplication of vectors and matrices
  - This was present for only vec2's and vec3's using operator
    overloading. In addition, there was only operator overloading for
    [structure] * float, not float * [structure].
  - Additionally, the two operators that were already defined were
    updated to use the new C-style functions that were defined.
- Scalar division of vectors and matrices
- Matrix subtraction
- += operator for matrices
This commit is contained in:
Ben Visness
2016-08-23 09:43:27 -05:00
parent 2c265f0e1d
commit fb652d1467

View File

@@ -349,18 +349,27 @@ HMMDEF hmm_vec3 HMM_SubtractVec3(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 HMM_SubtractVec4(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_vec2 HMM_MultiplyVec2(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec2 HMM_MultiplyVec2f(hmm_vec2 Left, float Right);
HMMDEF hmm_vec3 HMM_MultiplyVec3(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec3 HMM_MultiplyVec3f(hmm_vec3 Left, float Right);
HMMDEF hmm_vec4 HMM_MultiplyVec4(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_vec4 HMM_MultiplyVec4f(hmm_vec4 Left, float Right);
HMMDEF hmm_vec2 HMM_DivideVec2(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec2 HMM_DivideVec2f(hmm_vec2 Left, float Right);
HMMDEF hmm_vec3 HMM_DivideVec3(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec3 HMM_DivideVec3f(hmm_vec3 Left, float Right);
HMMDEF hmm_vec4 HMM_DivideVec4(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_vec4 HMM_DivideVec4f(hmm_vec4 Left, float Right);
HMMDEF hmm_mat4 HMM_Mat4(void);
HMMDEF hmm_mat4 HMM_Mat4d(float Diagonal);
HMMDEF hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar);
HMMDEF hmm_vec4 HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector);
HMMDEF hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar);
HMMDEF hmm_mat4 HMM_Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far);
HMMDEF hmm_mat4 HMM_Perspective(float FOV, float AspectRatio, float Near, float Far);
@@ -402,6 +411,7 @@ HMMDEF hmm_mat4 operator+(hmm_mat4 Left, hmm_mat4 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_vec2 operator*(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec3 operator*(hmm_vec3 Left, hmm_vec3 Right);
@@ -410,6 +420,13 @@ HMMDEF hmm_mat4 operator*(hmm_mat4 Left, hmm_mat4 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_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_vec4 operator*(hmm_mat4 Matrix, hmm_vec4 Vector);
@@ -417,22 +434,39 @@ 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_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_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_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_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_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_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_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);
#endif /* HANDMADE_MATH_CPP */
#endif /* HANDMADE_MATH_H */
@@ -774,6 +808,17 @@ HMM_MultiplyVec2(hmm_vec2 Left, hmm_vec2 Right)
return (Result);
}
HINLINE hmm_vec2
HMM_MultiplyVec2f(hmm_vec2 Left, float Right)
{
hmm_vec2 Result;
Result.X = Left.X * Right;
Result.Y = Left.Y * Right;
return (Result);
}
HINLINE hmm_vec3
HMM_MultiplyVec3(hmm_vec3 Left, hmm_vec3 Right)
{
@@ -786,6 +831,18 @@ HMM_MultiplyVec3(hmm_vec3 Left, hmm_vec3 Right)
return (Result);
}
HINLINE hmm_vec3
HMM_MultiplyVec3f(hmm_vec3 Left, float Right)
{
hmm_vec3 Result;
Result.X = Left.X * Right;
Result.Y = Left.Y * Right;
Result.Z = Left.Z * Right;
return (Result);
}
HINLINE hmm_vec4
HMM_MultiplyVec4(hmm_vec4 Left, hmm_vec4 Right)
{
@@ -799,6 +856,19 @@ HMM_MultiplyVec4(hmm_vec4 Left, hmm_vec4 Right)
return (Result);
}
HINLINE hmm_vec4
HMM_MultiplyVec4f(hmm_vec4 Left, float Right)
{
hmm_vec4 Result;
Result.X = Left.X * Right;
Result.Y = Left.Y * Right;
Result.Z = Left.Z * Right;
Result.W = Left.W * Right;
return (Result);
}
HINLINE hmm_vec2
HMM_DivideVec2(hmm_vec2 Left, hmm_vec2 Right)
{
@@ -810,6 +880,17 @@ HMM_DivideVec2(hmm_vec2 Left, hmm_vec2 Right)
return (Result);
}
HINLINE hmm_vec2
HMM_DivideVec2f(hmm_vec2 Left, float Right)
{
hmm_vec2 Result;
Result.X = Left.X / Right;
Result.Y = Left.Y / Right;
return (Result);
}
HINLINE hmm_vec3
HMM_DivideVec3(hmm_vec3 Left, hmm_vec3 Right)
{
@@ -822,6 +903,18 @@ HMM_DivideVec3(hmm_vec3 Left, hmm_vec3 Right)
return (Result);
}
HINLINE hmm_vec3
HMM_DivideVec3f(hmm_vec3 Left, float Right)
{
hmm_vec3 Result;
Result.X = Left.X / Right;
Result.Y = Left.Y / Right;
Result.Z = Left.Z / Right;
return (Result);
}
HINLINE hmm_vec4
HMM_DivideVec4(hmm_vec4 Left, hmm_vec4 Right)
{
@@ -835,6 +928,19 @@ HMM_DivideVec4(hmm_vec4 Left, hmm_vec4 Right)
return (Result);
}
HINLINE hmm_vec4
HMM_DivideVec4f(hmm_vec4 Left, float Right)
{
hmm_vec4 Result;
Result.X = Left.X / Right;
Result.Y = Left.Y / Right;
Result.Z = Left.Z / Right;
Result.W = Left.W / Right;
return (Result);
}
HINLINE hmm_mat4
HMM_Mat4()
{
@@ -884,6 +990,24 @@ HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
return (Result);
}
HINLINE hmm_mat4
HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
{
hmm_mat4 Result;
int Rows;
for (Rows = 0; Rows < 4; ++Rows)
{
int Columns;
for (Columns = 0; Columns < 4; ++Columns)
{
Result.Elements[Rows][Columns] = Left.Elements[Rows][Columns] - Right.Elements[Rows][Columns];
}
}
return (Result);
}
hmm_mat4
HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
{
@@ -909,6 +1033,24 @@ HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
return (Result);
}
hmm_mat4
HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
{
hmm_mat4 Result;
int Rows;
for (Rows = 0; Rows < 4; ++Rows)
{
int Columns;
for (Columns = 0; Columns < 4; ++Columns)
{
Result.Elements[Rows][Columns] = Matrix.Elements[Rows][Columns] * Scalar;
}
}
return (Result);
}
hmm_vec4
HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
{
@@ -929,6 +1071,24 @@ HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector)
return (Result);
}
hmm_mat4
HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
{
hmm_mat4 Result;
int Rows;
for (Rows = 0; Rows < 4; ++Rows)
{
int Columns;
for (Columns = 0; Columns < 4; ++Columns)
{
Result.Elements[Rows][Columns] = Matrix.Elements[Rows][Columns] / Scalar;
}
}
return (Result);
}
hmm_mat4
HMM_Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far)
{
@@ -1219,6 +1379,14 @@ operator-(hmm_vec4 Left, hmm_vec4 Right)
return (Result);
}
HINLINE hmm_mat4
operator-(hmm_mat4 Left, hmm_mat4 Right)
{
hmm_mat4 Result = HMM_SubtractMat4(Left, Right);
return (Result);
}
HINLINE hmm_vec2
operator*(hmm_vec2 Left, hmm_vec2 Right)
{
@@ -1235,13 +1403,18 @@ operator*(hmm_vec3 Left, hmm_vec3 Right)
return (Result);
}
HINLINE hmm_vec4
operator*(hmm_vec4 Left, hmm_vec4 Right)
{
hmm_vec4 Result = Multiply(Left, Right);
return (Result);
}
HINLINE hmm_vec2
operator*(hmm_vec2 Left, float Right)
{
hmm_vec2 Result;
Result.X = Right * Left.X;
Result.Y = Right * Left.Y;
hmm_vec2 Result = HMM_MultiplyVec2f(Left, Right);
return (Result);
}
@@ -1249,19 +1422,55 @@ operator*(hmm_vec2 Left, float Right)
HINLINE hmm_vec3
operator*(hmm_vec3 Left, float Right)
{
hmm_vec3 Result;
Result.X = Right * Left.X;
Result.Y = Right * Left.Y;
Result.Z = Right * Left.Z;
hmm_vec3 Result = HMM_MultiplyVec3f(Left, Right);
return (Result);
}
HINLINE hmm_vec4
operator*(hmm_vec4 Left, hmm_vec4 Right)
operator*(hmm_vec4 Left, float Right)
{
hmm_vec4 Result = Multiply(Left, Right);
hmm_vec4 Result = HMM_MultiplyVec4f(Left, Right);
return (Result);
}
HINLINE hmm_mat4
operator*(hmm_mat4 Left, float Right)
{
hmm_mat4 Result = HMM_MultiplyMat4f(Left, Right);
return (Result);
}
HINLINE hmm_vec2
operator*(float Left, hmm_vec2 Right)
{
hmm_vec2 Result = HMM_MultiplyVec2f(Right, Left);
return (Result);
}
HINLINE hmm_vec3
operator*(float Left, hmm_vec3 Right)
{
hmm_vec3 Result = HMM_MultiplyVec3f(Right, Left);
return (Result);
}
HINLINE hmm_vec4
operator*(float Left, hmm_vec4 Right)
{
hmm_vec4 Result = HMM_MultiplyVec4f(Right, Left);
return (Result);
}
HINLINE hmm_mat4
operator*(float Left, hmm_mat4 Right)
{
hmm_mat4 Result = HMM_MultiplyMat4f(Right, Left);
return (Result);
}
@@ -1306,6 +1515,38 @@ operator/(hmm_vec4 Left, hmm_vec4 Right)
return (Result);
}
HINLINE hmm_vec2
operator/(hmm_vec2 Left, float Right)
{
hmm_vec2 Result = HMM_DivideVec2f(Left, Right);
return (Result);
}
HINLINE hmm_vec3
operator/(hmm_vec3 Left, float Right)
{
hmm_vec3 Result = HMM_DivideVec3f(Left, Right);
return (Result);
}
HINLINE hmm_vec4
operator/(hmm_vec4 Left, float Right)
{
hmm_vec4 Result = HMM_DivideVec4f(Left, Right);
return (Result);
}
HINLINE hmm_mat4
operator/(hmm_mat4 Left, float Right)
{
hmm_mat4 Result = HMM_DivideMat4f(Left, Right);
return (Result);
}
HINLINE hmm_vec2 &
operator+=(hmm_vec2 &Left, hmm_vec2 Right)
{
@@ -1324,26 +1565,36 @@ operator+=(hmm_vec4 &Left, hmm_vec4 Right)
return(Left = Left + Right);
}
HINLINE hmm_mat4 &
operator+=(hmm_mat4 &Left, hmm_mat4 Right)
{
return(Left = Left + Right);
}
HINLINE hmm_vec2 &
operator-=(hmm_vec2 &Left, hmm_vec2 Right)
{
return(Left = Left - Right);
}
HINLINE hmm_vec3 &
operator-=(hmm_vec3 &Left, hmm_vec3 Right)
{
return(Left = Left - Right);
}
HINLINE hmm_vec4 &
operator-=(hmm_vec4 &Left, hmm_vec4 Right)
{
return(Left = Left - Right);
}
HINLINE hmm_mat4 &
operator-=(hmm_mat4 &Left, hmm_mat4 Right)
{
return(Left = Left - Right);
}
HINLINE hmm_vec2 &
operator/=(hmm_vec2 &Left, hmm_vec2 Right)
{
@@ -1362,6 +1613,30 @@ operator/=(hmm_vec4 &Left, hmm_vec4 Right)
return(Left = Left / Right);
}
HINLINE hmm_vec2 &
operator/=(hmm_vec2 &Left, float Right)
{
return(Left = Left / Right);
}
HINLINE hmm_vec3 &
operator/=(hmm_vec3 &Left, float Right)
{
return(Left = Left / Right);
}
HINLINE hmm_vec4 &
operator/=(hmm_vec4 &Left, float Right)
{
return(Left = Left / Right);
}
HINLINE hmm_mat4 &
operator/=(hmm_mat4 &Left, float Right)
{
return(Left = Left / Right);
}
HINLINE hmm_vec2 &
operator*=(hmm_vec2 &Left, hmm_vec2 Right)
{
@@ -1374,13 +1649,36 @@ operator*=(hmm_vec3 &Left, hmm_vec3 Right)
return(Left = Left * Right);
}
HINLINE hmm_vec4 &
operator*=(hmm_vec4 &Left, hmm_vec4 Right)
{
return(Left = Left * Right);
}
HINLINE hmm_vec2 &
operator*=(hmm_vec2 &Left, float Right)
{
return(Left = Left * Right);
}
HINLINE hmm_vec3 &
operator*=(hmm_vec3 &Left, float Right)
{
return(Left = Left * Right);
}
HINLINE hmm_vec4 &
operator*=(hmm_vec4 &Left, float Right)
{
return(Left = Left * Right);
}
HINLINE hmm_mat4 &
operator*=(hmm_mat4 &Left, float Right)
{
return(Left = Left * Right);
}
#endif /* HANDMADE_MATH_CPP_MODE */
#endif /* HANDMADE_MATH_IMPLEMENTATION */
#endif /* HANDMADE_MATH_IMPLEMENTATION */