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7 Commits

Author SHA1 Message Date
strangezak
3908aa6a10 Updated Docs 2021-03-14 18:29:07 -07:00
Zakary Strange
d0ae200589 Fix comment location 2021-03-11 11:54:36 -08:00
strangezak
30633daa77 Inline all functions 2021-03-11 11:52:05 -08:00
Zak Strange
1f0c6ba493 Update Docs. 2021-03-09 16:37:00 -08:00
Zak Strange
1d82b4f0bc Unary minus vectors (#130)
* Unary Minus operator for vec2, vec3, and vec4

* Update README.md

Co-authored-by: zak <zak@DESKTOP-V1AQ0IT>
2021-03-06 18:39:17 -06:00
Zak Strange
2fa0b36715 Add HMM_STATIC option to statically link instead of extern (#127)
Co-authored-by: zak <zak@DESKTOP-V1AQ0IT>
2021-02-17 19:36:05 -08:00
Ben Visness
ad169e649c Make HMM_Clamp branchless in optimized builds (#122) 2020-12-22 11:19:58 -06:00
10 changed files with 3218 additions and 3185 deletions

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@@ -1,6 +1,8 @@
# Understanding the structure of Handmade Math
Most of the functions in Handmade Math are very short, and all are the kind of functions you want to be easily inlined for performance. Because of this, all functions in Handmade Math are defined with `HMM_INLINE`, which is defined as `static inline`.
Most of the functions in Handmade Math are very short, and are the kind of functions you want to have inlined. Because of this, most functions in Handmade Math are defined with `HINLINE`, which is defined as `static inline`.
The exceptions are functions like `HMM_Rotate`, which are long enough that it doesn't make sense to inline them. These functions are defined with an `HEXTERN` prototype, and implemented in the `#ifdef HANDMADE_MATH_IMPLEMENTATION` block.
# Quick style guide
@@ -12,7 +14,7 @@ Most of the functions in Handmade Math are very short, and all are the kind of f
0.5f;
1.0f;
3.14159f;
// Bad
1.f
.0f

File diff suppressed because it is too large Load Diff

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@@ -10,6 +10,8 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
Version | Changes |
----------------|----------------|
**1.13.0** | Inline all Handmade Math functions. Remove need for HANDMADE_MATH_IMPLEMENTATION |
**1.11.1** | Added HMM_PREFIX macro to a few functions that were missing it. |
**1.11.0** | Added ability to customize or remove the default `HMM_` prefix on function names by defining a macro called `HMM_PREFIX(name)`. |
**1.10.1** | Removed stdint.h, this doesn't exist on some really old compilers and we didn't really use it anyways. |

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@@ -2,4 +2,6 @@
#include "HandmadeTest.h"
#endif
#define HANDMADE_MATH_IMPLEMENTATION
#define HANDMADE_MATH_NO_INLINE
#include "../HandmadeMath.h"

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@@ -15,7 +15,7 @@ TEST(Projection, Orthographic)
TEST(Projection, Perspective)
{
hmm_mat4 projection = HMM_Perspective(HMM_ToRadians(90.0f), 2.0f, 5.0f, 15.0f);
hmm_mat4 projection = HMM_Perspective(90.0f, 2.0f, 5.0f, 15.0f);
{
hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -15.0f);

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@@ -111,7 +111,7 @@ TEST(QuaternionOps, Mat4ToQuat)
// Rotate 90 degrees on the X axis
{
hmm_mat4 m = HMM_Rotate(HMM_ToRadians(90.0f), HMM_Vec3(1, 0, 0));
hmm_mat4 m = HMM_Rotate(90, HMM_Vec3(1, 0, 0));
hmm_quaternion result = HMM_Mat4ToQuaternion(m);
float cosf = 0.707107f; // cos(90/2 degrees)
@@ -125,7 +125,7 @@ TEST(QuaternionOps, Mat4ToQuat)
// Rotate 90 degrees on the Y axis (axis not normalized, just for fun)
{
hmm_mat4 m = HMM_Rotate(HMM_ToRadians(90.0f), HMM_Vec3(0, 2, 0));
hmm_mat4 m = HMM_Rotate(90, HMM_Vec3(0, 2, 0));
hmm_quaternion result = HMM_Mat4ToQuaternion(m);
float cosf = 0.707107f; // cos(90/2 degrees)
@@ -139,7 +139,7 @@ TEST(QuaternionOps, Mat4ToQuat)
// Rotate 90 degrees on the Z axis
{
hmm_mat4 m = HMM_Rotate(HMM_ToRadians(90.0f), HMM_Vec3(0, 0, 1));
hmm_mat4 m = HMM_Rotate(90, HMM_Vec3(0, 0, 1));
hmm_quaternion result = HMM_Mat4ToQuaternion(m);
float cosf = 0.707107f; // cos(90/2 degrees)
@@ -153,7 +153,7 @@ TEST(QuaternionOps, Mat4ToQuat)
// Rotate 45 degrees on the X axis (this hits case 4)
{
hmm_mat4 m = HMM_Rotate(HMM_ToRadians(45.0f), HMM_Vec3(1, 0, 0));
hmm_mat4 m = HMM_Rotate(45, HMM_Vec3(1, 0, 0));
hmm_quaternion result = HMM_Mat4ToQuaternion(m);
float cosf = 0.9238795325f; // cos(90/2 degrees)

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@@ -36,13 +36,6 @@ TEST(ScalarMath, Trigonometry)
// checking that things work by default.
}
TEST(ScalarMath, ToDegrees)
{
EXPECT_FLOAT_EQ(HMM_ToDegrees(0.0f), 0.0f);
EXPECT_FLOAT_EQ(HMM_ToDegrees(HMM_PI32), 180.0f);
EXPECT_FLOAT_EQ(HMM_ToDegrees(-HMM_PI32), -180.0f);
}
TEST(ScalarMath, ToRadians)
{
EXPECT_FLOAT_EQ(HMM_ToRadians(0.0f), 0.0f);

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@@ -199,3 +199,32 @@ TEST(Subtraction, Quaternion)
EXPECT_FLOAT_EQ(q1.W, -4.0f);
#endif
}
#ifdef __cplusplus
TEST(UnaryMinus, Vec2)
{
hmm_vec2 VectorOne = {1.0f, 2.0f};
hmm_vec2 Result = -VectorOne;
EXPECT_FLOAT_EQ(Result.X, -1.0f);
EXPECT_FLOAT_EQ(Result.Y, -2.0f);
}
TEST(UnaryMinus, Vec3)
{
hmm_vec3 VectorOne = {1.0f, 2.0f, 3.0f};
hmm_vec3 Result = -VectorOne;
EXPECT_FLOAT_EQ(Result.X, -1.0f);
EXPECT_FLOAT_EQ(Result.Y, -2.0f);
EXPECT_FLOAT_EQ(Result.Z, -3.0f);
}
TEST(UnaryMinus, Vec4)
{
hmm_vec4 VectorOne = {1.0f, 2.0f, 3.0f, 4.0f};
hmm_vec4 Result = -VectorOne;
EXPECT_FLOAT_EQ(Result.X, -1.0f);
EXPECT_FLOAT_EQ(Result.Y, -2.0f);
EXPECT_FLOAT_EQ(Result.Z, -3.0f);
EXPECT_FLOAT_EQ(Result.W, -4.0f);
}
#endif

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@@ -17,23 +17,21 @@ TEST(Transformations, Rotate)
{
hmm_vec3 original = HMM_Vec3(1.0f, 1.0f, 1.0f);
float angle = HMM_ToRadians(90.0f);
hmm_mat4 rotateX = HMM_Rotate(angle, HMM_Vec3(1, 0, 0));
hmm_mat4 rotateX = HMM_Rotate(90, HMM_Vec3(1, 0, 0));
hmm_vec4 rotatedX = HMM_MultiplyMat4ByVec4(rotateX, HMM_Vec4v(original, 1));
EXPECT_FLOAT_EQ(rotatedX.X, 1.0f);
EXPECT_FLOAT_EQ(rotatedX.Y, -1.0f);
EXPECT_FLOAT_EQ(rotatedX.Z, 1.0f);
EXPECT_FLOAT_EQ(rotatedX.W, 1.0f);
hmm_mat4 rotateY = HMM_Rotate(angle, HMM_Vec3(0, 1, 0));
hmm_mat4 rotateY = HMM_Rotate(90, HMM_Vec3(0, 1, 0));
hmm_vec4 rotatedY = HMM_MultiplyMat4ByVec4(rotateY, HMM_Vec4v(original, 1));
EXPECT_FLOAT_EQ(rotatedY.X, 1.0f);
EXPECT_FLOAT_EQ(rotatedY.Y, 1.0f);
EXPECT_FLOAT_EQ(rotatedY.Z, -1.0f);
EXPECT_FLOAT_EQ(rotatedY.W, 1.0f);
hmm_mat4 rotateZ = HMM_Rotate(angle, HMM_Vec3(0, 0, 1));
hmm_mat4 rotateZ = HMM_Rotate(90, HMM_Vec3(0, 0, 1));
hmm_vec4 rotatedZ = HMM_MultiplyMat4ByVec4(rotateZ, HMM_Vec4v(original, 1));
EXPECT_FLOAT_EQ(rotatedZ.X, -1.0f);
EXPECT_FLOAT_EQ(rotatedZ.Y, 1.0f);

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@@ -12,16 +12,16 @@ if "%1%"=="travis" (
if not exist "build" mkdir build
pushd build
cl /Fehmm_test_c.exe ..\HandmadeMath.c ..\hmm_test.c || popd && exit /B
cl /Fehmm_test_c.exe ..\HandmadeMath.c ..\hmm_test.c
hmm_test_c
cl /Fehmm_test_c_no_sse.exe /DHANDMADE_MATH_NO_SSE ..\HandmadeMath.c ..\hmm_test.c || popd && exit /B
cl /Fehmm_test_c_no_sse.exe /DHANDMADE_MATH_NO_SSE ..\HandmadeMath.c ..\hmm_test.c
hmm_test_c_no_sse
cl /Fehmm_test_cpp.exe ..\HandmadeMath.cpp ..\hmm_test.cpp || popd && exit /B
cl /Fehmm_test_cpp.exe ..\HandmadeMath.cpp ..\hmm_test.cpp
hmm_test_cpp
cl /Fehmm_test_cpp_no_sse.exe /DHANDMADE_MATH_NO_SSE ..\HandmadeMath.cpp ..\hmm_test.cpp || popd && exit /B
cl /Fehmm_test_cpp_no_sse.exe /DHANDMADE_MATH_NO_SSE ..\HandmadeMath.cpp ..\hmm_test.cpp
hmm_test_cpp_no_sse
popd