Fixed Translate function

This commit is contained in:
Kyle De'Vir
2016-06-04 19:58:37 +10:00
parent b09f4cc38c
commit fcb5b41000

View File

@@ -1,64 +1,64 @@
/*
HandmadeMath.h v0.2a
HandmadeMath.h v0.2a
This is a single header file with a bunch of useful functions for
basic game math operations.
==========================================================================
You MUST
This is a single header file with a bunch of useful functions for
basic game math operations.
==========================================================================
You MUST
#define HANDMADE_MATH_IMPLEMENTATION
#define HANDMADE_MATH_IMPLEMENTATION
in EXACTLY one C or C++ file that includes this header, BEFORE the
include, like this:
in EXACTLY one C or C++ file that includes this header, BEFORE the
include, like this:
#define HANDMADE_MATH_IMPLEMENTATION
#include "HandmadeMath.h"
#define HANDMADE_MATH_IMPLEMENTATION
#include "HandmadeMath.h"
All other files should just #include "HandmadeMath.h" without the #define.
==========================================================================
All other files should just #include "HandmadeMath.h" without the #define.
==========================================================================
For overloaded, and operator overloaded versions of the base C functions.
You MUST
For overloaded, and operator overloaded versions of the base C functions.
You MUST
#define HANDMADE_MATH_CPP_MODE
#define HANDMADE_MATH_CPP_MODE
in EXACTLY one C or C++ file that includes this header, BEFORE the
include, like this:
in EXACTLY one C or C++ file that includes this header, BEFORE the
include, like this:
#define HANDMADE_MATH_IMPLEMENTATION
#define HANDMADE_MATH_CPP_MODE
#include "HandmadeMath.h"
#define HANDMADE_MATH_IMPLEMENTATION
#define HANDMADE_MATH_CPP_MODE
#include "HandmadeMath.h"
All other files should just #include "HandmadeMath.h" without the #define.
==========================================================================
All other files should just #include "HandmadeMath.h" without the #define.
==========================================================================
Version History:
0.2 (*) Updated documentation
(*) Better C compliance
(*) Prefix all handmade math functions
(*) Better operator overloading
0.2a
(*) Prefixed Macros
Version History:
0.2 (*) Updated documentation
(*) Better C compliance
(*) Prefix all handmade math functions
(*) Better operator overloading
0.2a
(*) Prefixed Macros
LICENSE
LICENSE
This software is in the public domain. Where that dedication is not
recognized, you are granted a perpetual, irrevocable license to copy,
distribute, and modify this file as you see fit.
This software is in the public domain. Where that dedication is not
recognized, you are granted a perpetual, irrevocable license to copy,
distribute, and modify this file as you see fit.
CREDITS
CREDITS
Written by Zakary Strange (zak@handmade.network && @strangezak)
Written by Zakary Strange (zak@handmade.network && @strangezak)
Functionality:
Matt Mascarenhas (@miblo_)
Aleph
FieryDrake (@fierydrake)
Functionality:
Matt Mascarenhas (@miblo_)
Aleph
FieryDrake (@fierydrake)
Fixes:
Jeroen van Rijn (@J_vanRijn)
Kiljacken (@Kiljacken)
Insofaras (@insofaras)
Fixes:
Jeroen van Rijn (@J_vanRijn)
Kiljacken (@Kiljacken)
Insofaras (@insofaras)
*/
#ifndef HANDMADE_MATH_H
@@ -70,204 +70,204 @@
extern "C"
{
#endif
#ifdef HANDMADEMATH_STATIC
#define HMMDEF static
#else
#define HMMDEF extern
#endif
#if _MSC_VER && !__INTEL_COMPILER
#define HINLINE __inline
#else
#define HINLINE inline
#endif
#define HMM_PI32 3.14159265359f
#define HMM_PI 3.14159265358979323846
#define HMM_MIN(a, b) (a) > (b) ? (b) : (a)
#define HMM_MAX(a, b) (a) < (b) ? (b) : (a)
#define HMN_ABS(a) (a) < 0 ? -(a) : (a)
#define HMM_MOD(a, m) ((a) % (m)) >= 0 ? ((a) % (m)) : (((a) % (m)) + (m))
#define HMM_SQUARE(x) ((x) * (x))
typedef union hmm_vec2
{
struct
typedef union hmm_vec2
{
float X, Y;
};
struct
{
float U, V;
};
struct
{
float Left, Right;
};
float Elements[2];
} hmm_vec2;
typedef union hmm_vec3
{
struct
{
float X, Y, Z;
};
struct
{
float U, V, W;
};
struct
{
float R, G, B;
};
struct
{
hmm_vec2 XY;
float Ignored0_;
};
struct
{
float Ignored1_;
hmm_vec2 YZ;
};
struct
{
hmm_vec2 UV;
float Ignored2_;
};
struct
{
float Ignored3_;
hmm_vec2 VW;
};
float Elements[3];
} hmm_vec3;
typedef union hmm_vec4
{
struct
{
union
struct
{
hmm_vec3 XYZ;
struct
{
float X, Y, Z;
};
float X, Y;
};
float W;
};
struct
{
union
struct
{
hmm_vec3 RGB;
struct
{
float R, G, B;
};
float U, V;
};
float A;
};
struct
struct
{
float Left, Right;
};
float Elements[2];
} hmm_vec2;
typedef union hmm_vec3
{
hmm_vec2 XY;
float Ignored0_;
float Ignored1_;
};
struct
struct
{
float X, Y, Z;
};
struct
{
float U, V, W;
};
struct
{
float R, G, B;
};
struct
{
hmm_vec2 XY;
float Ignored0_;
};
struct
{
float Ignored1_;
hmm_vec2 YZ;
};
struct
{
hmm_vec2 UV;
float Ignored2_;
};
struct
{
float Ignored3_;
hmm_vec2 VW;
};
float Elements[3];
} hmm_vec3;
typedef union hmm_vec4
{
float Ignored2_;
hmm_vec2 YZ;
float Ignored3_;
};
struct
struct
{
union
{
hmm_vec3 XYZ;
struct
{
float X, Y, Z;
};
};
float W;
};
struct
{
union
{
hmm_vec3 RGB;
struct
{
float R, G, B;
};
};
float A;
};
struct
{
hmm_vec2 XY;
float Ignored0_;
float Ignored1_;
};
struct
{
float Ignored2_;
hmm_vec2 YZ;
float Ignored3_;
};
struct
{
float Ignored4_;
float Ignored5_;
hmm_vec2 ZW;
};
float Elements[4];
} hmm_vec4;
typedef union hmm_mat4
{
float Ignored4_;
float Ignored5_;
hmm_vec2 ZW;
};
float Elements[4];
} hmm_vec4;
typedef union hmm_mat4
{
float Elements[4][4];
} hmm_mat4;
typedef hmm_vec2 hmm_v2;
typedef hmm_vec3 hmm_v3;
typedef hmm_vec4 hmm_v4;
typedef hmm_mat4 hmm_m4;
HMMDEF float HMM_ToRadians(float Degrees);
HMMDEF float HMM_Inner(hmm_vec3 A, hmm_vec3 B);
HMMDEF float HMM_SquareRoot(float Float);
HMMDEF float HMM_LengthSquareRoot(hmm_vec3 A);
HMMDEF float HMM_FastInverseSquareRoot(float Number);
HMMDEF float HMM_Length(hmm_vec3 A);
HMMDEF float HMM_Power(float Base, int Exponent);
HMMDEF float HMM_Clamp(float Min, float Value, float Max);
HMMDEF hmm_vec3 HMM_Normalize(hmm_vec3 A);
HMMDEF hmm_vec3 HMM_Cross(hmm_vec3 VecOne, hmm_vec3 VecTwo);
HMMDEF float HMM_Dot(hmm_vec3 VecOne, hmm_vec3 VecTwo);
HMMDEF hmm_vec2 HMM_Vec2i(int X, int Y);
HMMDEF hmm_vec2 HMM_Vec2(float X, float Y);
HMMDEF hmm_vec3 HMM_Vec3(float X, float Y, float Z);
HMMDEF hmm_vec3 HMM_Vec3i(int X, int Y, int Z);
HMMDEF hmm_vec4 HMM_Vec4(float X, float Y, float Z, float W);
HMMDEF hmm_vec4 HMM_Vec4i(int X, int Y, int Z, int W);
HMMDEF hmm_vec2 HMM_AddVec2(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec3 HMM_AddVec3(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 HMM_AddVec4(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_vec2 HMM_SubtractVec2(hmm_vec2 Left, hmm_vec2 Right);
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_vec3 HMM_MultiplyVec3(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 HMM_MultiplyVec4(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_vec2 HMM_DivideVec2(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec3 HMM_DivideVec3(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 HMM_DivideVec4(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_mat4 HMM_Mat4(void);
HMMDEF hmm_mat4 HMM_Mat4d(float Diagonal);
HMMDEF hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_vec4 HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector);
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);
HMMDEF hmm_mat4 HMM_Translate(hmm_vec3 Translation);
HMMDEF hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis);
HMMDEF hmm_mat4 HMM_Scale(hmm_vec3 Scale);
HMMDEF hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up);
float Elements[4][4];
} hmm_mat4;
typedef hmm_vec2 hmm_v2;
typedef hmm_vec3 hmm_v3;
typedef hmm_vec4 hmm_v4;
typedef hmm_mat4 hmm_m4;
HMMDEF float HMM_ToRadians(float Degrees);
HMMDEF float HMM_Inner(hmm_vec3 A, hmm_vec3 B);
HMMDEF float HMM_SquareRoot(float Float);
HMMDEF float HMM_LengthSquareRoot(hmm_vec3 A);
HMMDEF float HMM_FastInverseSquareRoot(float Number);
HMMDEF float HMM_Length(hmm_vec3 A);
HMMDEF float HMM_Power(float Base, int Exponent);
HMMDEF float HMM_Clamp(float Min, float Value, float Max);
HMMDEF hmm_vec3 HMM_Normalize(hmm_vec3 A);
HMMDEF hmm_vec3 HMM_Cross(hmm_vec3 VecOne, hmm_vec3 VecTwo);
HMMDEF float HMM_Dot(hmm_vec3 VecOne, hmm_vec3 VecTwo);
HMMDEF hmm_vec2 HMM_Vec2i(int X, int Y);
HMMDEF hmm_vec2 HMM_Vec2(float X, float Y);
HMMDEF hmm_vec3 HMM_Vec3(float X, float Y, float Z);
HMMDEF hmm_vec3 HMM_Vec3i(int X, int Y, int Z);
HMMDEF hmm_vec4 HMM_Vec4(float X, float Y, float Z, float W);
HMMDEF hmm_vec4 HMM_Vec4i(int X, int Y, int Z, int W);
HMMDEF hmm_vec2 HMM_AddVec2(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec3 HMM_AddVec3(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 HMM_AddVec4(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_vec2 HMM_SubtractVec2(hmm_vec2 Left, hmm_vec2 Right);
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_vec3 HMM_MultiplyVec3(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 HMM_MultiplyVec4(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_vec2 HMM_DivideVec2(hmm_vec2 Left, hmm_vec2 Right);
HMMDEF hmm_vec3 HMM_DivideVec3(hmm_vec3 Left, hmm_vec3 Right);
HMMDEF hmm_vec4 HMM_DivideVec4(hmm_vec4 Left, hmm_vec4 Right);
HMMDEF hmm_mat4 HMM_Mat4(void);
HMMDEF hmm_mat4 HMM_Mat4d(float Diagonal);
HMMDEF hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right);
HMMDEF hmm_vec4 HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector);
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);
HMMDEF hmm_mat4 HMM_Translate(hmm_vec3 Translation);
HMMDEF hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis);
HMMDEF hmm_mat4 HMM_Scale(hmm_vec3 Scale);
HMMDEF hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up);
#ifdef __cplusplus
}
#endif
@@ -324,7 +324,7 @@ HINLINE float
HMM_ToRadians(float Degrees)
{
float Result = Degrees * (HMM_PI32 / 180.0f);
return (Result);
}
@@ -332,7 +332,7 @@ HINLINE float
HMM_Inner(hmm_vec3 A, hmm_vec3 B)
{
float Result = A.X * B.X + A.Y * B.Y + A.Z * B.Z;
return (Result);
}
@@ -340,7 +340,7 @@ HINLINE float
HMM_SquareRoot(float Float)
{
float Result = sqrtf(Float);
return(Result);
}
@@ -348,10 +348,11 @@ HINLINE float
HMM_LengthSquareRoot(hmm_vec3 A)
{
float Result = HMM_Inner(A, A);
return (Result);
}
// Derived from https://en.wikipedia.org/wiki/Fast_inverse_square_root
HINLINE float
HMM_FastInverseSquareRoot(float Number)
{
@@ -789,9 +790,13 @@ HMM_Translate(hmm_vec3 Translation)
{
hmm_mat4 Result = HMM_Mat4d(1.0f);
Result.Elements[3][0] = Translation.X;
Result.Elements[3][1] = Translation.Y;
Result.Elements[3][2] = Translation.Z;
Result.Elements[0][0] = 1.0f;
Result.Elements[0][3] = Translation.X;
Result.Elements[1][1] = 1.0f;
Result.Elements[1][3] = Translation.Y;
Result.Elements[2][2] = 1.0f;
Result.Elements[2][3] = Translation.Z;
Result.Elements[3][3] = 1.0f;
return (Result);
}