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3 Commits

Author SHA1 Message Date
Ben Visness
e095aefaf7 Bump file version 2018-06-10 15:32:12 -04:00
Ben Visness
4e2f47db55 Add array subscript operators for all types (#88)
* Add array subscript operators for all types

* Taking the parameter for the operator[] as a reference. This should allow it to be inlined

* I guess you can't do that.

* Update version and readme
2018-06-10 15:26:48 -04:00
Ben Visness
bee0e0c569 WIP: Properly initialize all elements of LookAt matrix (#84)
* Properly initialize all elements of LookAt matrix

* Update version and readme

* Add a test for LookAt

good enough
2018-06-03 18:42:09 -05:00
4 changed files with 114 additions and 4 deletions

View File

@@ -1,5 +1,5 @@
/* /*
HandmadeMath.h v1.5.0 HandmadeMath.h v1.6.0
This is a single header file with a bunch of useful functions for game and This is a single header file with a bunch of useful functions for game and
graphics math operations. graphics math operations.
@@ -166,6 +166,12 @@
(*) Changed internal structure for better performance and inlining. (*) Changed internal structure for better performance and inlining.
(*) As a result, HANDMADE_MATH_NO_INLINE has been removed and no (*) As a result, HANDMADE_MATH_NO_INLINE has been removed and no
longer has any effect. longer has any effect.
1.5.1
(*) 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.
LICENSE LICENSE
@@ -312,6 +318,13 @@ typedef union hmm_vec2
}; };
float Elements[2]; float Elements[2];
#ifdef __cplusplus
inline float &operator[](int Index)
{
return Elements[Index];
}
#endif
} hmm_vec2; } hmm_vec2;
typedef union hmm_vec3 typedef union hmm_vec3
@@ -356,6 +369,13 @@ typedef union hmm_vec3
}; };
float Elements[3]; float Elements[3];
#ifdef __cplusplus
inline float &operator[](int Index)
{
return Elements[Index];
}
#endif
} hmm_vec3; } hmm_vec3;
typedef union hmm_vec4 typedef union hmm_vec4
@@ -413,6 +433,13 @@ typedef union hmm_vec4
#ifdef HANDMADE_MATH__USE_SSE #ifdef HANDMADE_MATH__USE_SSE
__m128 InternalElementsSSE; __m128 InternalElementsSSE;
#endif #endif
#ifdef __cplusplus
inline float &operator[](int Index)
{
return Elements[Index];
}
#endif
} hmm_vec4; } hmm_vec4;
typedef union hmm_mat4 typedef union hmm_mat4
@@ -422,6 +449,21 @@ typedef union hmm_mat4
#ifdef HANDMADE_MATH__USE_SSE #ifdef HANDMADE_MATH__USE_SSE
__m128 Rows[4]; __m128 Rows[4];
#endif #endif
#ifdef __cplusplus
inline hmm_vec4 operator[](const int Index)
{
float* col = Elements[Index];
hmm_vec4 result;
result.Elements[0] = col[0];
result.Elements[1] = col[1];
result.Elements[2] = col[2];
result.Elements[3] = col[3];
return result;
}
#endif
} hmm_mat4; } hmm_mat4;
typedef union hmm_quaternion typedef union hmm_quaternion
@@ -2334,14 +2376,17 @@ hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
Result.Elements[0][0] = S.X; Result.Elements[0][0] = S.X;
Result.Elements[0][1] = U.X; Result.Elements[0][1] = U.X;
Result.Elements[0][2] = -F.X; Result.Elements[0][2] = -F.X;
Result.Elements[0][3] = 0.0f;
Result.Elements[1][0] = S.Y; Result.Elements[1][0] = S.Y;
Result.Elements[1][1] = U.Y; Result.Elements[1][1] = U.Y;
Result.Elements[1][2] = -F.Y; Result.Elements[1][2] = -F.Y;
Result.Elements[1][3] = 0.0f;
Result.Elements[2][0] = S.Z; Result.Elements[2][0] = S.Z;
Result.Elements[2][1] = U.Z; Result.Elements[2][1] = U.Z;
Result.Elements[2][2] = -F.Z; Result.Elements[2][2] = -F.Z;
Result.Elements[2][3] = 0.0f;
Result.Elements[3][0] = -HMM_DotVec3(S, Eye); Result.Elements[3][0] = -HMM_DotVec3(S, Eye);
Result.Elements[3][1] = -HMM_DotVec3(U, Eye); Result.Elements[3][1] = -HMM_DotVec3(U, Eye);

View File

@@ -10,6 +10,8 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
Version | Changes | Version | Changes |
----------------|----------------| ----------------|----------------|
**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.
**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. **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.
**1.4.0** | Fixed bug when using C mode. SSE'd all vec4 operations. Removed zeroing for better performance. **1.4.0** | Fixed bug when using C mode. SSE'd all vec4 operations. Removed zeroing for better performance.
**1.3.0** | Removed need to `#define HANDMADE_MATH_CPP_MODE`. C++ definitions are now included automatically in C++ environments. **1.3.0** | Removed need to `#define HANDMADE_MATH_CPP_MODE`. C++ definitions are now included automatically in C++ environments.

View File

@@ -18,6 +18,10 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v2.Height, 2.0f); EXPECT_FLOAT_EQ(v2.Height, 2.0f);
EXPECT_FLOAT_EQ(v2.Elements[0], 1.0f); EXPECT_FLOAT_EQ(v2.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v2.Elements[1], 2.0f); EXPECT_FLOAT_EQ(v2.Elements[1], 2.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v2[0], 1.0f);
EXPECT_FLOAT_EQ(v2[1], 2.0f);
#endif
EXPECT_FLOAT_EQ(v2i.X, 1.0f); EXPECT_FLOAT_EQ(v2i.X, 1.0f);
EXPECT_FLOAT_EQ(v2i.Y, 2.0f); EXPECT_FLOAT_EQ(v2i.Y, 2.0f);
@@ -29,6 +33,10 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v2i.Height, 2.0f); EXPECT_FLOAT_EQ(v2i.Height, 2.0f);
EXPECT_FLOAT_EQ(v2i.Elements[0], 1.0f); EXPECT_FLOAT_EQ(v2i.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v2i.Elements[1], 2.0f); EXPECT_FLOAT_EQ(v2i.Elements[1], 2.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v2i[0], 1.0f);
EXPECT_FLOAT_EQ(v2i[1], 2.0f);
#endif
// //
// Test vec3 // Test vec3
@@ -56,6 +64,11 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v3.UV.Elements[1], 2.0f); EXPECT_FLOAT_EQ(v3.UV.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v3.VW.Elements[0], 2.0f); EXPECT_FLOAT_EQ(v3.VW.Elements[0], 2.0f);
EXPECT_FLOAT_EQ(v3.VW.Elements[1], 3.0f); EXPECT_FLOAT_EQ(v3.VW.Elements[1], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v3[0], 1.0f);
EXPECT_FLOAT_EQ(v3[1], 2.0f);
EXPECT_FLOAT_EQ(v3[2], 3.0f);
#endif
EXPECT_FLOAT_EQ(v3i.X, 1.0f); EXPECT_FLOAT_EQ(v3i.X, 1.0f);
EXPECT_FLOAT_EQ(v3i.Y, 2.0f); EXPECT_FLOAT_EQ(v3i.Y, 2.0f);
@@ -77,6 +90,11 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v3i.UV.Elements[1], 2.0f); EXPECT_FLOAT_EQ(v3i.UV.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v3i.VW.Elements[0], 2.0f); EXPECT_FLOAT_EQ(v3i.VW.Elements[0], 2.0f);
EXPECT_FLOAT_EQ(v3i.VW.Elements[1], 3.0f); EXPECT_FLOAT_EQ(v3i.VW.Elements[1], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v3i[0], 1.0f);
EXPECT_FLOAT_EQ(v3i[1], 2.0f);
EXPECT_FLOAT_EQ(v3i[2], 3.0f);
#endif
// //
// Test vec4 // Test vec4
@@ -107,6 +125,12 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v4.RGB.Elements[0], 1.0f); EXPECT_FLOAT_EQ(v4.RGB.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v4.RGB.Elements[1], 2.0f); EXPECT_FLOAT_EQ(v4.RGB.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v4.RGB.Elements[2], 3.0f); EXPECT_FLOAT_EQ(v4.RGB.Elements[2], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v4[0], 1.0f);
EXPECT_FLOAT_EQ(v4[1], 2.0f);
EXPECT_FLOAT_EQ(v4[2], 3.0f);
EXPECT_FLOAT_EQ(v4[3], 4.0f);
#endif
EXPECT_FLOAT_EQ(v4i.X, 1.0f); EXPECT_FLOAT_EQ(v4i.X, 1.0f);
EXPECT_FLOAT_EQ(v4i.Y, 2.0f); EXPECT_FLOAT_EQ(v4i.Y, 2.0f);
@@ -130,6 +154,12 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v4i.RGB.Elements[0], 1.0f); EXPECT_FLOAT_EQ(v4i.RGB.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v4i.RGB.Elements[1], 2.0f); EXPECT_FLOAT_EQ(v4i.RGB.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v4i.RGB.Elements[2], 3.0f); EXPECT_FLOAT_EQ(v4i.RGB.Elements[2], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v4i[0], 1.0f);
EXPECT_FLOAT_EQ(v4i[1], 2.0f);
EXPECT_FLOAT_EQ(v4i[2], 3.0f);
EXPECT_FLOAT_EQ(v4i[3], 4.0f);
#endif
EXPECT_FLOAT_EQ(v4v.X, 1.0f); EXPECT_FLOAT_EQ(v4v.X, 1.0f);
EXPECT_FLOAT_EQ(v4v.Y, 2.0f); EXPECT_FLOAT_EQ(v4v.Y, 2.0f);
@@ -153,6 +183,12 @@ TEST(Initialization, Vectors)
EXPECT_FLOAT_EQ(v4v.RGB.Elements[0], 1.0f); EXPECT_FLOAT_EQ(v4v.RGB.Elements[0], 1.0f);
EXPECT_FLOAT_EQ(v4v.RGB.Elements[1], 2.0f); EXPECT_FLOAT_EQ(v4v.RGB.Elements[1], 2.0f);
EXPECT_FLOAT_EQ(v4v.RGB.Elements[2], 3.0f); EXPECT_FLOAT_EQ(v4v.RGB.Elements[2], 3.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(v4v[0], 1.0f);
EXPECT_FLOAT_EQ(v4v[1], 2.0f);
EXPECT_FLOAT_EQ(v4v[2], 3.0f);
EXPECT_FLOAT_EQ(v4v[3], 4.0f);
#endif
} }
TEST(Initialization, MatrixEmpty) TEST(Initialization, MatrixEmpty)
@@ -163,6 +199,9 @@ TEST(Initialization, MatrixEmpty)
for (int Row = 0; Row < 4; ++Row) for (int Row = 0; Row < 4; ++Row)
{ {
EXPECT_FLOAT_EQ(m4.Elements[Column][Row], 0.0f); EXPECT_FLOAT_EQ(m4.Elements[Column][Row], 0.0f);
#ifdef __cplusplus
EXPECT_FLOAT_EQ(m4[Column][Row], 0.0f);
#endif
} }
} }
} }

View File

@@ -51,3 +51,27 @@ TEST(Transformations, Scale)
EXPECT_FLOAT_EQ(scaled.Z, 1.5f); EXPECT_FLOAT_EQ(scaled.Z, 1.5f);
EXPECT_FLOAT_EQ(scaled.W, 1.0f); EXPECT_FLOAT_EQ(scaled.W, 1.0f);
} }
TEST(Transformations, LookAt)
{
const float abs_error = 0.0001f;
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));
EXPECT_NEAR(result.Elements[0][0], 0.169031f, abs_error);
EXPECT_NEAR(result.Elements[0][1], 0.897085f, abs_error);
EXPECT_NEAR(result.Elements[0][2], 0.408248f, abs_error);
EXPECT_FLOAT_EQ(result.Elements[0][3], 0.0f);
EXPECT_NEAR(result.Elements[1][0], 0.507093f, abs_error);
EXPECT_NEAR(result.Elements[1][1], 0.276026f, abs_error);
EXPECT_NEAR(result.Elements[1][2], -0.816497f, abs_error);
EXPECT_FLOAT_EQ(result.Elements[1][3], 0.0f);
EXPECT_NEAR(result.Elements[2][0], -0.845154f, abs_error);
EXPECT_NEAR(result.Elements[2][1], 0.345033f, abs_error);
EXPECT_NEAR(result.Elements[2][2], -0.408248f, abs_error);
EXPECT_FLOAT_EQ(result.Elements[2][3], 0.0f);
EXPECT_NEAR(result.Elements[3][0], -0.169031f, abs_error);
EXPECT_NEAR(result.Elements[3][1], -0.897085f, abs_error);
EXPECT_NEAR(result.Elements[3][2], -0.408248f, abs_error);
EXPECT_FLOAT_EQ(result.Elements[3][3], 1.0f);
}