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2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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94859b2a32 | ||
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f50c9a3165 |
231
HandmadeMath.h
231
HandmadeMath.h
@@ -1,5 +1,5 @@
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||||
/*
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||||
HandmadeMath.h v1.9.0
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||||
HandmadeMath.h v1.7.1
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|
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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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@@ -65,6 +65,121 @@
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versions of these functions that are provided by the CRT.
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|
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=============================================================================
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||||
|
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Version History:
|
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0.2 (*) Updated documentation
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(*) Better C compliance
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(*) Prefix all handmade math functions
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(*) Better operator overloading
|
||||
0.2a
|
||||
(*) Prefixed Macros
|
||||
0.2b
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||||
(*) 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
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||||
(*) Added +=, -=, *=, /= for hmm_vec2, hmm_vec3, hmm_vec4
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||||
0.4
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||||
(*) SSE Optimized HMM_SqrtF
|
||||
(*) SSE Optimized HMM_RSqrtF
|
||||
(*) Removed CRT
|
||||
0.5
|
||||
(*) Added scalar multiplication and division for vectors
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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
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(*) Fixed HMM_Translate producing row-major matrices
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||||
0.5.2
|
||||
(*) Fixed SSE code in HMM_SqrtF
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(*) Fixed SSE code in HMM_RSqrtF
|
||||
0.6
|
||||
(*) Added Unit testing
|
||||
(*) Made HMM_Power faster
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(*) Fixed possible efficiency problem with HMM_Normalize
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(*) RENAMED HMM_LengthSquareRoot to HMM_LengthSquared
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(*) RENAMED HMM_RSqrtF to HMM_RSquareRootF
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(*) RENAMED HMM_SqrtF to HMM_SquareRootF
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(*) REMOVED Inner function (user should use Dot now)
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(*) REMOVED HMM_FastInverseSquareRoot function declaration
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0.7
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(*) REMOVED HMM_LengthSquared in HANDMADE_MATH_IMPLEMENTATION (should
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use HMM_LengthSquaredVec3, or HANDMADE_MATH_CPP_MODE for function
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overloaded version)
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(*) REMOVED HMM_Length in HANDMADE_MATH_IMPLEMENTATION (should use
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HMM_LengthVec3, HANDMADE_MATH_CPP_MODE for function
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overloaded version)
|
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(*) REMOVED HMM_Normalize in HANDMADE_MATH_IMPLEMENTATION (should use
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HMM_NormalizeVec3, or HANDMADE_MATH_CPP_MODE for function
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overloaded version)
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(*) Added HMM_LengthSquaredVec2
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(*) Added HMM_LengthSquaredVec4
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(*) Addd HMM_LengthVec2
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(*) Added HMM_LengthVec4
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(*) Added HMM_NormalizeVec2
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(*) Added HMM_NormalizeVec4
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1.0
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(*) Lots of testing!
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1.1
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(*) Quaternion support
|
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(*) Added type hmm_quaternion
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(*) Added HMM_Quaternion
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(*) Added HMM_QuaternionV4
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(*) Added HMM_AddQuaternion
|
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(*) Added HMM_SubtractQuaternion
|
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(*) Added HMM_MultiplyQuaternion
|
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(*) Added HMM_MultiplyQuaternionF
|
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(*) Added HMM_DivideQuaternionF
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(*) Added HMM_InverseQuaternion
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(*) Added HMM_DotQuaternion
|
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(*) Added HMM_NormalizeQuaternion
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(*) Added HMM_Slerp
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(*) Added HMM_QuaternionToMat4
|
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(*) Added HMM_QuaternionFromAxisAngle
|
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1.1.1
|
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(*) Resolved compiler warnings on gcc and g++
|
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1.1.2
|
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(*) Fixed invalid HMMDEF's in the function definitions
|
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1.1.3
|
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(*) Fixed compile error in C mode
|
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1.1.4
|
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(*) Fixed SSE being included on platforms that don't support it
|
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(*) Fixed divide-by-zero errors when normalizing zero vectors.
|
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1.1.5
|
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(*) Add Width and Height to HMM_Vec2
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(*) Made it so you can supply your own SqrtF
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1.2.0
|
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(*) Added equality functions for HMM_Vec2, HMM_Vec3, and HMM_Vec4.
|
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(*) Added HMM_EqualsVec2, HMM_EqualsVec3, and HMM_EqualsVec4
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(*) Added C++ overloaded HMM_Equals for all three
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(*) Added C++ == and != operators for all three
|
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(*) SSE'd HMM_MultiplyMat4 (this is _WAY_ faster)
|
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(*) 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
|
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(*) SSEd all vec4 operations
|
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(*) Removed all zero-ing
|
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1.5.0
|
||||
(*) 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.
|
||||
1.5.1
|
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(*) 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
|
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(*) Changed operator[] to take in a const ref int instead of a int.
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Simple dumb mistake. NOTE: The compiler still wont inline operator[]
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||||
for some reason
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|
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LICENSE
|
||||
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@@ -83,7 +198,6 @@
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Gingerbill (@TheGingerBill)
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Ben Visness (@bvisness)
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Trinton Bullard (@Peliex_Dev)
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@AntonDan
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Fixes:
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Jeroen van Rijn (@J_vanRijn)
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@@ -380,10 +494,6 @@ typedef union hmm_quaternion
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};
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float Elements[4];
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 InternalElementsSSE;
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#endif
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} hmm_quaternion;
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typedef int32_t hmm_bool;
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@@ -1021,21 +1131,6 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
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return (Result);
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}
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HMM_INLINE hmm_vec2 HMM_FastNormalizeVec2(hmm_vec2 A)
|
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{
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return HMM_MultiplyVec2f(A, HMM_RSquareRootF(HMM_DotVec2(A, A)));
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}
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HMM_INLINE hmm_vec3 HMM_FastNormalizeVec3(hmm_vec3 A)
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{
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return HMM_MultiplyVec3f(A, HMM_RSquareRootF(HMM_DotVec3(A, A)));
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}
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HMM_INLINE hmm_vec4 HMM_FastNormalizeVec4(hmm_vec4 A)
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{
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return HMM_MultiplyVec4f(A, HMM_RSquareRootF(HMM_DotVec4(A, A)));
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}
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/*
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* SSE stuff
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@@ -1233,14 +1328,10 @@ HMM_INLINE hmm_quaternion HMM_Quaternion(float X, float Y, float Z, float W)
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_setr_ps(X, Y, Z, W);
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#else
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Result.X = X;
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Result.Y = Y;
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Result.Z = Z;
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Result.W = W;
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#endif
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return (Result);
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}
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@@ -1249,14 +1340,10 @@ HMM_INLINE hmm_quaternion HMM_QuaternionV4(hmm_vec4 Vector)
|
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = Vector.InternalElementsSSE;
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#else
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Result.X = Vector.X;
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Result.Y = Vector.Y;
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Result.Z = Vector.Z;
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Result.W = Vector.W;
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#endif
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return (Result);
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}
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@@ -1265,15 +1352,10 @@ HMM_INLINE hmm_quaternion HMM_AddQuaternion(hmm_quaternion Left, hmm_quaternion
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_add_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
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#else
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Result.X = Left.X + Right.X;
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Result.Y = Left.Y + Right.Y;
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Result.Z = Left.Z + Right.Z;
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Result.W = Left.W + Right.W;
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#endif
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return (Result);
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}
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@@ -1282,15 +1364,10 @@ HMM_INLINE hmm_quaternion HMM_SubtractQuaternion(hmm_quaternion Left, hmm_quater
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_sub_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
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#else
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Result.X = Left.X - Right.X;
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Result.Y = Left.Y - Right.Y;
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Result.Z = Left.Z - Right.Z;
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Result.W = Left.W - Right.W;
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#endif
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return (Result);
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}
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@@ -1299,28 +1376,10 @@ HMM_INLINE hmm_quaternion HMM_MultiplyQuaternion(hmm_quaternion Left, hmm_quater
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{
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hmm_quaternion Result;
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(0, 0, 0, 0)), _mm_setr_ps(0.f, -0.f, 0.f, -0.f));
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__m128 SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(0, 1, 2, 3));
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__m128 SSEResultThree = _mm_mul_ps(SSEResultTwo, SSEResultOne);
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SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(1, 1, 1, 1)) , _mm_setr_ps(0.f, 0.f, -0.f, -0.f));
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SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(1, 0, 3, 2));
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SSEResultThree = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
|
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|
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SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(2, 2, 2, 2)), _mm_setr_ps(-0.f, 0.f, 0.f, -0.f));
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SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(2, 3, 0, 1));
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SSEResultThree = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
|
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|
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SSEResultOne = _mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(3, 3, 3, 3));
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SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(3, 2, 1, 0));
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Result.InternalElementsSSE = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
|
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#else
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Result.X = (Left.X * Right.W) + (Left.Y * Right.Z) - (Left.Z * Right.Y) + (Left.W * Right.X);
|
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Result.Y = (-Left.X * Right.Z) + (Left.Y * Right.W) + (Left.Z * Right.X) + (Left.W * Right.Y);
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Result.Z = (Left.X * Right.Y) - (Left.Y * Right.X) + (Left.Z * Right.W) + (Left.W * Right.Z);
|
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Result.W = (-Left.X * Right.X) - (Left.Y * Right.Y) - (Left.Z * Right.Z) + (Left.W * Right.W);
|
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#endif
|
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|
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return (Result);
|
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}
|
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@@ -1329,15 +1388,10 @@ HMM_INLINE hmm_quaternion HMM_MultiplyQuaternionF(hmm_quaternion Left, float Mul
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{
|
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hmm_quaternion Result;
|
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|
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#ifdef HANDMADE_MATH__USE_SSE
|
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__m128 Scalar = _mm_set1_ps(Multiplicative);
|
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Result.InternalElementsSSE = _mm_mul_ps(Left.InternalElementsSSE, Scalar);
|
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#else
|
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Result.X = Left.X * Multiplicative;
|
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Result.Y = Left.Y * Multiplicative;
|
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Result.Z = Left.Z * Multiplicative;
|
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Result.W = Left.W * Multiplicative;
|
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#endif
|
||||
|
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return (Result);
|
||||
}
|
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@@ -1346,15 +1400,10 @@ HMM_INLINE hmm_quaternion HMM_DivideQuaternionF(hmm_quaternion Left, float Divid
|
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{
|
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hmm_quaternion Result;
|
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|
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#ifdef HANDMADE_MATH__USE_SSE
|
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__m128 Scalar = _mm_set1_ps(Dividend);
|
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Result.InternalElementsSSE = _mm_div_ps(Left.InternalElementsSSE, Scalar);
|
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#else
|
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Result.X = Left.X / Dividend;
|
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Result.Y = Left.Y / Dividend;
|
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Result.Z = Left.Z / Dividend;
|
||||
Result.W = Left.W / Dividend;
|
||||
#endif
|
||||
|
||||
return (Result);
|
||||
}
|
||||
@@ -1363,18 +1412,7 @@ HMM_EXTERN hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left);
|
||||
|
||||
HMM_INLINE float HMM_DotQuaternion(hmm_quaternion Left, hmm_quaternion Right)
|
||||
{
|
||||
float Result;
|
||||
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
__m128 SSEResultOne = _mm_mul_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
|
||||
__m128 SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(2, 3, 0, 1));
|
||||
SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
|
||||
SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(0, 1, 2, 3));
|
||||
SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
|
||||
_mm_store_ss(&Result, SSEResultOne);
|
||||
#else
|
||||
Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
|
||||
#endif
|
||||
float Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
|
||||
|
||||
return (Result);
|
||||
}
|
||||
@@ -1393,18 +1431,11 @@ HMM_INLINE hmm_quaternion HMM_NLerp(hmm_quaternion Left, float Time, hmm_quatern
|
||||
{
|
||||
hmm_quaternion Result;
|
||||
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
__m128 ScalarLeft = _mm_set1_ps(1.0f - Time);
|
||||
__m128 ScalarRight = _mm_set1_ps(Time);
|
||||
__m128 SSEResultOne = _mm_mul_ps(Left.InternalElementsSSE, ScalarLeft);
|
||||
__m128 SSEResultTwo = _mm_mul_ps(Right.InternalElementsSSE, ScalarRight);
|
||||
Result.InternalElementsSSE = _mm_add_ps(SSEResultOne, SSEResultTwo);
|
||||
#else
|
||||
Result.X = HMM_Lerp(Left.X, Time, Right.X);
|
||||
Result.Y = HMM_Lerp(Left.Y, Time, Right.Y);
|
||||
Result.Z = HMM_Lerp(Left.Z, Time, Right.Z);
|
||||
Result.W = HMM_Lerp(Left.W, Time, Right.W);
|
||||
#endif
|
||||
|
||||
Result = HMM_NormalizeQuaternion(Result);
|
||||
|
||||
return (Result);
|
||||
@@ -1483,27 +1514,6 @@ 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);
|
||||
@@ -2412,7 +2422,10 @@ hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left)
|
||||
Norm = HMM_SquareRootF(HMM_DotQuaternion(Left, Left));
|
||||
NormSquared = Norm * Norm;
|
||||
|
||||
Result = HMM_DivideQuaternionF(Conjugate, NormSquared);
|
||||
Result.X = Conjugate.X / NormSquared;
|
||||
Result.Y = Conjugate.Y / NormSquared;
|
||||
Result.Z = Conjugate.Z / NormSquared;
|
||||
Result.W = Conjugate.W / NormSquared;
|
||||
|
||||
return (Result);
|
||||
}
|
||||
|
||||
@@ -10,9 +10,7 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
|
||||
|
||||
Version | Changes |
|
||||
----------------|----------------|
|
||||
**1.9.0** | Added SSE versions of quaternion operations. |
|
||||
**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.
|
||||
**1.7.1** | Changed operator[] to take in a const ref int instead of a int. Simple mistake
|
||||
**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.
|
||||
**1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt.
|
||||
|
||||
@@ -134,106 +134,6 @@ 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);
|
||||
|
||||
Reference in New Issue
Block a user