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6 Commits
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e095aefaf7 | ||
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bee0e0c569 |
110
HandmadeMath.h
110
HandmadeMath.h
@@ -1,5 +1,5 @@
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/*
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/*
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HandmadeMath.h v1.5.0
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HandmadeMath.h v1.7.1
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This is a single header file with a bunch of useful functions for game and
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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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graphics math operations.
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@@ -166,8 +166,19 @@
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(*) Changed internal structure for better performance and inlining.
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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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(*) As a result, HANDMADE_MATH_NO_INLINE has been removed and no
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||||||
longer has any effect.
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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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||||||
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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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1.7.0
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||||||
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(*) Renamed the 'Rows' member of hmm_mat4 to 'Columns'. Since our
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|
matrices are column-major, this should have been named 'Columns'
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|
from the start. 'Rows' is still present, but has been deprecated.
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1.7.1
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(*) Changed operator[] to take a const ref int instead of an int.
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LICENSE
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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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This software is in the public domain. Where that dedication is not
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@@ -312,6 +323,13 @@ typedef union hmm_vec2
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};
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};
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float Elements[2];
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float Elements[2];
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#ifdef __cplusplus
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inline float &operator[](const 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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} hmm_vec2;
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typedef union hmm_vec3
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typedef union hmm_vec3
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@@ -356,6 +374,13 @@ typedef union hmm_vec3
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};
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};
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float Elements[3];
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float Elements[3];
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#ifdef __cplusplus
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inline float &operator[](const 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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} hmm_vec3;
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typedef union hmm_vec4
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typedef union hmm_vec4
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@@ -413,6 +438,13 @@ typedef union hmm_vec4
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#ifdef HANDMADE_MATH__USE_SSE
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 InternalElementsSSE;
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__m128 InternalElementsSSE;
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#endif
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#endif
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#ifdef __cplusplus
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inline float &operator[](const 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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} hmm_vec4;
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typedef union hmm_mat4
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typedef union hmm_mat4
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@@ -420,8 +452,27 @@ typedef union hmm_mat4
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float Elements[4][4];
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float Elements[4][4];
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#ifdef HANDMADE_MATH__USE_SSE
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 Columns[4];
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// DEPRECATED. Our matrices are column-major, so this was named
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// incorrectly. Use Columns instead.
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__m128 Rows[4];
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__m128 Rows[4];
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#endif
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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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} hmm_mat4;
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typedef union hmm_quaternion
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typedef union hmm_quaternion
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@@ -1087,10 +1138,10 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
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HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right)
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HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right)
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{
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{
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__m128 Result;
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__m128 Result;
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Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Rows[0]);
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Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Columns[0]);
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55), Right.Rows[1]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55), Right.Columns[1]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa), Right.Rows[2]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa), Right.Columns[2]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Rows[3]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Columns[3]));
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return (Result);
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return (Result);
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}
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}
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@@ -1125,7 +1176,7 @@ HMM_INLINE hmm_mat4 HMM_Transpose(hmm_mat4 Matrix)
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{
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{
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hmm_mat4 Result = Matrix;
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hmm_mat4 Result = Matrix;
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_MM_TRANSPOSE4_PS(Result.Rows[0], Result.Rows[1], Result.Rows[2], Result.Rows[3]);
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_MM_TRANSPOSE4_PS(Result.Columns[0], Result.Columns[1], Result.Columns[2], Result.Columns[3]);
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return (Result);
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return (Result);
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}
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}
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@@ -1138,10 +1189,10 @@ HMM_INLINE hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
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{
|
{
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hmm_mat4 Result;
|
hmm_mat4 Result;
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Result.Rows[0] = _mm_add_ps(Left.Rows[0], Right.Rows[0]);
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Result.Columns[0] = _mm_add_ps(Left.Columns[0], Right.Columns[0]);
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Result.Rows[1] = _mm_add_ps(Left.Rows[1], Right.Rows[1]);
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Result.Columns[1] = _mm_add_ps(Left.Columns[1], Right.Columns[1]);
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Result.Rows[2] = _mm_add_ps(Left.Rows[2], Right.Rows[2]);
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Result.Columns[2] = _mm_add_ps(Left.Columns[2], Right.Columns[2]);
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Result.Rows[3] = _mm_add_ps(Left.Rows[3], Right.Rows[3]);
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Result.Columns[3] = _mm_add_ps(Left.Columns[3], Right.Columns[3]);
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return (Result);
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return (Result);
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}
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}
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@@ -1154,10 +1205,10 @@ HMM_INLINE hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
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{
|
{
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hmm_mat4 Result;
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hmm_mat4 Result;
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Result.Rows[0] = _mm_sub_ps(Left.Rows[0], Right.Rows[0]);
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Result.Columns[0] = _mm_sub_ps(Left.Columns[0], Right.Columns[0]);
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Result.Rows[1] = _mm_sub_ps(Left.Rows[1], Right.Rows[1]);
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Result.Columns[1] = _mm_sub_ps(Left.Columns[1], Right.Columns[1]);
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Result.Rows[2] = _mm_sub_ps(Left.Rows[2], Right.Rows[2]);
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Result.Columns[2] = _mm_sub_ps(Left.Columns[2], Right.Columns[2]);
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Result.Rows[3] = _mm_sub_ps(Left.Rows[3], Right.Rows[3]);
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Result.Columns[3] = _mm_sub_ps(Left.Columns[3], Right.Columns[3]);
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return (Result);
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return (Result);
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}
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}
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@@ -1173,10 +1224,10 @@ HMM_INLINE hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
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hmm_mat4 Result;
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hmm_mat4 Result;
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|
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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Result.Rows[0] = _mm_mul_ps(Matrix.Rows[0], SSEScalar);
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Result.Columns[0] = _mm_mul_ps(Matrix.Columns[0], SSEScalar);
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Result.Rows[1] = _mm_mul_ps(Matrix.Rows[1], SSEScalar);
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Result.Columns[1] = _mm_mul_ps(Matrix.Columns[1], SSEScalar);
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Result.Rows[2] = _mm_mul_ps(Matrix.Rows[2], SSEScalar);
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Result.Columns[2] = _mm_mul_ps(Matrix.Columns[2], SSEScalar);
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Result.Rows[3] = _mm_mul_ps(Matrix.Rows[3], SSEScalar);
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Result.Columns[3] = _mm_mul_ps(Matrix.Columns[3], SSEScalar);
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|
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return (Result);
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return (Result);
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}
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}
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@@ -1192,10 +1243,10 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
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hmm_mat4 Result;
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hmm_mat4 Result;
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|
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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Result.Rows[0] = _mm_div_ps(Matrix.Rows[0], SSEScalar);
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Result.Columns[0] = _mm_div_ps(Matrix.Columns[0], SSEScalar);
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Result.Rows[1] = _mm_div_ps(Matrix.Rows[1], SSEScalar);
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Result.Columns[1] = _mm_div_ps(Matrix.Columns[1], SSEScalar);
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Result.Rows[2] = _mm_div_ps(Matrix.Rows[2], SSEScalar);
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Result.Columns[2] = _mm_div_ps(Matrix.Columns[2], SSEScalar);
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Result.Rows[3] = _mm_div_ps(Matrix.Rows[3], SSEScalar);
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Result.Columns[3] = _mm_div_ps(Matrix.Columns[3], SSEScalar);
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|
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return (Result);
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return (Result);
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}
|
}
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@@ -2210,10 +2261,10 @@ hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
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|
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#ifdef HANDMADE_MATH__USE_SSE
|
#ifdef HANDMADE_MATH__USE_SSE
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|
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Result.Rows[0] = HMM_LinearCombineSSE(Right.Rows[0], Left);
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Result.Columns[0] = HMM_LinearCombineSSE(Right.Columns[0], Left);
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Result.Rows[1] = HMM_LinearCombineSSE(Right.Rows[1], Left);
|
Result.Columns[1] = HMM_LinearCombineSSE(Right.Columns[1], Left);
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Result.Rows[2] = HMM_LinearCombineSSE(Right.Rows[2], Left);
|
Result.Columns[2] = HMM_LinearCombineSSE(Right.Columns[2], Left);
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Result.Rows[3] = HMM_LinearCombineSSE(Right.Rows[3], Left);
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Result.Columns[3] = HMM_LinearCombineSSE(Right.Columns[3], Left);
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#else
|
#else
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int Columns;
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int Columns;
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@@ -2334,14 +2385,17 @@ hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up)
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Result.Elements[0][0] = S.X;
|
Result.Elements[0][0] = S.X;
|
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Result.Elements[0][1] = U.X;
|
Result.Elements[0][1] = U.X;
|
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Result.Elements[0][2] = -F.X;
|
Result.Elements[0][2] = -F.X;
|
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|
Result.Elements[0][3] = 0.0f;
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|
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Result.Elements[1][0] = S.Y;
|
Result.Elements[1][0] = S.Y;
|
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Result.Elements[1][1] = U.Y;
|
Result.Elements[1][1] = U.Y;
|
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Result.Elements[1][2] = -F.Y;
|
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;
|
Result.Elements[2][0] = S.Z;
|
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Result.Elements[2][1] = U.Z;
|
Result.Elements[2][1] = U.Z;
|
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Result.Elements[2][2] = -F.Z;
|
Result.Elements[2][2] = -F.Z;
|
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|
Result.Elements[2][3] = 0.0f;
|
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|
|
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Result.Elements[3][0] = -HMM_DotVec3(S, Eye);
|
Result.Elements[3][0] = -HMM_DotVec3(S, Eye);
|
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Result.Elements[3][1] = -HMM_DotVec3(U, Eye);
|
Result.Elements[3][1] = -HMM_DotVec3(U, Eye);
|
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|
|||||||
@@ -8,8 +8,12 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
|
|||||||
|
|
||||||
-----
|
-----
|
||||||
|
|
||||||
Version | Changes |
|
Version | Changes |
|
||||||
----------------|----------------|
|
----------------|----------------|
|
||||||
|
**1.7.1** | Changed operator[] to take a const ref int instead of an int.
|
||||||
|
**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.
|
||||||
**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.
|
||||||
|
|||||||
@@ -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
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,10 +8,10 @@ TEST(SSE, LinearCombine)
|
|||||||
hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f);
|
hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f);
|
||||||
hmm_mat4 Result;
|
hmm_mat4 Result;
|
||||||
|
|
||||||
Result.Rows[0] = HMM_LinearCombineSSE(MatrixOne.Rows[0], MatrixTwo);
|
Result.Columns[0] = HMM_LinearCombineSSE(MatrixOne.Columns[0], MatrixTwo);
|
||||||
Result.Rows[1] = HMM_LinearCombineSSE(MatrixOne.Rows[1], MatrixTwo);
|
Result.Columns[1] = HMM_LinearCombineSSE(MatrixOne.Columns[1], MatrixTwo);
|
||||||
Result.Rows[2] = HMM_LinearCombineSSE(MatrixOne.Rows[2], MatrixTwo);
|
Result.Columns[2] = HMM_LinearCombineSSE(MatrixOne.Columns[2], MatrixTwo);
|
||||||
Result.Rows[3] = HMM_LinearCombineSSE(MatrixOne.Rows[3], MatrixTwo);
|
Result.Columns[3] = HMM_LinearCombineSSE(MatrixOne.Columns[3], MatrixTwo);
|
||||||
|
|
||||||
{
|
{
|
||||||
EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f);
|
||||||
@@ -23,14 +23,12 @@ TEST(SSE, LinearCombine)
|
|||||||
EXPECT_FLOAT_EQ(Result.Elements[1][1], 8.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[1][1], 8.0f);
|
||||||
EXPECT_FLOAT_EQ(Result.Elements[1][2], 0.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[1][2], 0.0f);
|
||||||
EXPECT_FLOAT_EQ(Result.Elements[1][3], 0.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[1][3], 0.0f);
|
||||||
|
|
||||||
|
|
||||||
EXPECT_FLOAT_EQ(Result.Elements[2][0], 0.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[2][0], 0.0f);
|
||||||
EXPECT_FLOAT_EQ(Result.Elements[2][1], 0.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[2][1], 0.0f);
|
||||||
EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f);
|
||||||
EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f);
|
||||||
|
|
||||||
|
|
||||||
EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f);
|
||||||
EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f);
|
||||||
EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f);
|
EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f);
|
||||||
|
|||||||
@@ -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);
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user