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https://github.com/HandmadeMath/HandmadeMath.git
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3 Commits
| Author | SHA1 | Date | |
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e095aefaf7 | ||
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4e2f47db55 | ||
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bee0e0c569 |
@@ -1,5 +1,5 @@
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/*
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HandmadeMath.h v1.5.0
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HandmadeMath.h v1.6.0
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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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@@ -166,8 +166,14 @@
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(*) 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.
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1.5.1
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(*) Fixed a bug with uninitialized elements in HMM_LookAt.
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1.6.0
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(*) Added array subscript operators for vector and matrix types in
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C++. This is provided as a convenience, but be aware that it may
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incur an extra function call in unoptimized builds.
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LICENSE
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This software is in the public domain. Where that dedication is not
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@@ -312,6 +318,13 @@ typedef union hmm_vec2
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};
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float Elements[2];
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#ifdef __cplusplus
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inline float &operator[](int Index)
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{
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return Elements[Index];
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}
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#endif
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} hmm_vec2;
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typedef union hmm_vec3
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@@ -356,6 +369,13 @@ typedef union hmm_vec3
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};
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float Elements[3];
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#ifdef __cplusplus
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inline float &operator[](int Index)
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{
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return Elements[Index];
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}
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#endif
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} hmm_vec3;
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typedef union hmm_vec4
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@@ -413,6 +433,13 @@ typedef union hmm_vec4
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 InternalElementsSSE;
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#endif
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#ifdef __cplusplus
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inline float &operator[](int Index)
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{
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return Elements[Index];
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}
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#endif
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} hmm_vec4;
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typedef union hmm_mat4
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@@ -422,6 +449,21 @@ typedef union hmm_mat4
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 Rows[4];
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#endif
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#ifdef __cplusplus
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inline hmm_vec4 operator[](const int Index)
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{
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float* col = Elements[Index];
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hmm_vec4 result;
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result.Elements[0] = col[0];
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result.Elements[1] = col[1];
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result.Elements[2] = col[2];
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result.Elements[3] = col[3];
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return result;
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}
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#endif
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} hmm_mat4;
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typedef union hmm_quaternion
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@@ -2334,14 +2376,17 @@ hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
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Result.Elements[0][0] = S.X;
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Result.Elements[0][1] = U.X;
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Result.Elements[0][2] = -F.X;
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Result.Elements[0][3] = 0.0f;
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Result.Elements[1][0] = S.Y;
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Result.Elements[1][1] = U.Y;
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Result.Elements[1][2] = -F.Y;
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Result.Elements[1][3] = 0.0f;
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Result.Elements[2][0] = S.Z;
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Result.Elements[2][1] = U.Z;
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Result.Elements[2][2] = -F.Z;
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Result.Elements[2][3] = 0.0f;
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Result.Elements[3][0] = -HMM_DotVec3(S, Eye);
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Result.Elements[3][1] = -HMM_DotVec3(U, Eye);
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@@ -8,8 +8,10 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
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-----
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Version | Changes |
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Version | Changes |
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----------------|----------------|
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**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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**1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt.
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**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.
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**1.4.0** | Fixed bug when using C mode. SSE'd all vec4 operations. Removed zeroing for better performance.
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**1.3.0** | Removed need to `#define HANDMADE_MATH_CPP_MODE`. C++ definitions are now included automatically in C++ environments.
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@@ -18,6 +18,10 @@ TEST(Initialization, Vectors)
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EXPECT_FLOAT_EQ(v2.Height, 2.0f);
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EXPECT_FLOAT_EQ(v2.Elements[0], 1.0f);
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EXPECT_FLOAT_EQ(v2.Elements[1], 2.0f);
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#ifdef __cplusplus
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EXPECT_FLOAT_EQ(v2[0], 1.0f);
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EXPECT_FLOAT_EQ(v2[1], 2.0f);
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#endif
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EXPECT_FLOAT_EQ(v2i.X, 1.0f);
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EXPECT_FLOAT_EQ(v2i.Y, 2.0f);
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@@ -29,6 +33,10 @@ TEST(Initialization, Vectors)
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EXPECT_FLOAT_EQ(v2i.Height, 2.0f);
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EXPECT_FLOAT_EQ(v2i.Elements[0], 1.0f);
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EXPECT_FLOAT_EQ(v2i.Elements[1], 2.0f);
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#ifdef __cplusplus
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EXPECT_FLOAT_EQ(v2i[0], 1.0f);
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EXPECT_FLOAT_EQ(v2i[1], 2.0f);
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#endif
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//
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// Test vec3
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@@ -56,6 +64,11 @@ TEST(Initialization, Vectors)
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EXPECT_FLOAT_EQ(v3.UV.Elements[1], 2.0f);
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EXPECT_FLOAT_EQ(v3.VW.Elements[0], 2.0f);
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EXPECT_FLOAT_EQ(v3.VW.Elements[1], 3.0f);
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#ifdef __cplusplus
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EXPECT_FLOAT_EQ(v3[0], 1.0f);
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EXPECT_FLOAT_EQ(v3[1], 2.0f);
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EXPECT_FLOAT_EQ(v3[2], 3.0f);
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#endif
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EXPECT_FLOAT_EQ(v3i.X, 1.0f);
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EXPECT_FLOAT_EQ(v3i.Y, 2.0f);
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@@ -77,6 +90,11 @@ TEST(Initialization, Vectors)
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EXPECT_FLOAT_EQ(v3i.UV.Elements[1], 2.0f);
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EXPECT_FLOAT_EQ(v3i.VW.Elements[0], 2.0f);
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EXPECT_FLOAT_EQ(v3i.VW.Elements[1], 3.0f);
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#ifdef __cplusplus
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EXPECT_FLOAT_EQ(v3i[0], 1.0f);
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EXPECT_FLOAT_EQ(v3i[1], 2.0f);
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EXPECT_FLOAT_EQ(v3i[2], 3.0f);
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#endif
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//
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// Test vec4
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@@ -107,6 +125,12 @@ TEST(Initialization, Vectors)
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EXPECT_FLOAT_EQ(v4.RGB.Elements[0], 1.0f);
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EXPECT_FLOAT_EQ(v4.RGB.Elements[1], 2.0f);
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EXPECT_FLOAT_EQ(v4.RGB.Elements[2], 3.0f);
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#ifdef __cplusplus
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EXPECT_FLOAT_EQ(v4[0], 1.0f);
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EXPECT_FLOAT_EQ(v4[1], 2.0f);
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EXPECT_FLOAT_EQ(v4[2], 3.0f);
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EXPECT_FLOAT_EQ(v4[3], 4.0f);
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#endif
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EXPECT_FLOAT_EQ(v4i.X, 1.0f);
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EXPECT_FLOAT_EQ(v4i.Y, 2.0f);
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@@ -130,6 +154,12 @@ TEST(Initialization, Vectors)
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EXPECT_FLOAT_EQ(v4i.RGB.Elements[0], 1.0f);
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EXPECT_FLOAT_EQ(v4i.RGB.Elements[1], 2.0f);
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EXPECT_FLOAT_EQ(v4i.RGB.Elements[2], 3.0f);
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#ifdef __cplusplus
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EXPECT_FLOAT_EQ(v4i[0], 1.0f);
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EXPECT_FLOAT_EQ(v4i[1], 2.0f);
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EXPECT_FLOAT_EQ(v4i[2], 3.0f);
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EXPECT_FLOAT_EQ(v4i[3], 4.0f);
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#endif
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EXPECT_FLOAT_EQ(v4v.X, 1.0f);
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EXPECT_FLOAT_EQ(v4v.Y, 2.0f);
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@@ -153,6 +183,12 @@ TEST(Initialization, Vectors)
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EXPECT_FLOAT_EQ(v4v.RGB.Elements[0], 1.0f);
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EXPECT_FLOAT_EQ(v4v.RGB.Elements[1], 2.0f);
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EXPECT_FLOAT_EQ(v4v.RGB.Elements[2], 3.0f);
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#ifdef __cplusplus
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EXPECT_FLOAT_EQ(v4v[0], 1.0f);
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EXPECT_FLOAT_EQ(v4v[1], 2.0f);
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EXPECT_FLOAT_EQ(v4v[2], 3.0f);
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EXPECT_FLOAT_EQ(v4v[3], 4.0f);
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#endif
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}
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TEST(Initialization, MatrixEmpty)
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@@ -163,6 +199,9 @@ TEST(Initialization, MatrixEmpty)
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for (int Row = 0; Row < 4; ++Row)
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{
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EXPECT_FLOAT_EQ(m4.Elements[Column][Row], 0.0f);
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#ifdef __cplusplus
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EXPECT_FLOAT_EQ(m4[Column][Row], 0.0f);
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#endif
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}
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}
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}
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@@ -51,3 +51,27 @@ TEST(Transformations, Scale)
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EXPECT_FLOAT_EQ(scaled.Z, 1.5f);
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EXPECT_FLOAT_EQ(scaled.W, 1.0f);
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}
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TEST(Transformations, LookAt)
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{
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const float abs_error = 0.0001f;
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hmm_mat4 result = HMM_LookAt(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_Vec3(0.0f, 2.0f, 1.0f), HMM_Vec3(2.0f, 1.0f, 1.0f));
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EXPECT_NEAR(result.Elements[0][0], 0.169031f, abs_error);
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EXPECT_NEAR(result.Elements[0][1], 0.897085f, abs_error);
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EXPECT_NEAR(result.Elements[0][2], 0.408248f, abs_error);
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EXPECT_FLOAT_EQ(result.Elements[0][3], 0.0f);
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EXPECT_NEAR(result.Elements[1][0], 0.507093f, abs_error);
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EXPECT_NEAR(result.Elements[1][1], 0.276026f, abs_error);
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EXPECT_NEAR(result.Elements[1][2], -0.816497f, abs_error);
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EXPECT_FLOAT_EQ(result.Elements[1][3], 0.0f);
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EXPECT_NEAR(result.Elements[2][0], -0.845154f, abs_error);
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EXPECT_NEAR(result.Elements[2][1], 0.345033f, abs_error);
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EXPECT_NEAR(result.Elements[2][2], -0.408248f, abs_error);
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EXPECT_FLOAT_EQ(result.Elements[2][3], 0.0f);
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EXPECT_NEAR(result.Elements[3][0], -0.169031f, abs_error);
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EXPECT_NEAR(result.Elements[3][1], -0.897085f, abs_error);
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EXPECT_NEAR(result.Elements[3][2], -0.408248f, abs_error);
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EXPECT_FLOAT_EQ(result.Elements[3][3], 1.0f);
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}
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