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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.
@@ -166,8 +166,14 @@
(*) 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
This software is in the public domain. Where that dedication is not This software is in the public domain. Where that dedication is not
@@ -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

@@ -8,8 +8,10 @@ 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);
}