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4 Commits

Author SHA1 Message Date
Ben Visness
f7c8e1f7d1 Add fast vector normalization (#94)
* Add fast normalization routines

* Update readme and remove version history from main file

* Update version at top of file
2018-11-29 22:02:41 -08:00
Ben Visness
5ca1d58b36 Improve grammar/spelling 2018-11-29 13:21:05 -06:00
Zak Strange
5bf727dbd5 Removed copy in operator[] (#93)
* Removed copy in operator[]

* Updated version info
2018-11-29 09:32:12 -08:00
Ben Visness
295f6c476f Rename Rows to Columns on hmm_mat4 (#91) 2018-08-17 11:02:44 -07:00
6 changed files with 224 additions and 344 deletions

View File

@@ -1,5 +1,5 @@
/*
HandmadeMath.h v1.6.0
HandmadeMath.h v1.8.0
This is a single header file with a bunch of useful functions for game and
graphics math operations.
@@ -65,114 +65,6 @@
versions of these functions that are provided by the CRT.
=============================================================================
Version History:
0.2 (*) Updated documentation
(*) Better C compliance
(*) Prefix all handmade math functions
(*) Better operator overloading
0.2a
(*) Prefixed Macros
0.2b
(*) Disabled warning 4201 on MSVC as it is legal is C11
(*) Removed the f at the end of HMM_PI to get 64bit precision
0.3
(*) Added +=, -=, *=, /= for hmm_vec2, hmm_vec3, hmm_vec4
0.4
(*) SSE Optimized HMM_SqrtF
(*) SSE Optimized HMM_RSqrtF
(*) Removed CRT
0.5
(*) Added scalar multiplication and division for vectors
and matrices
(*) Added matrix subtraction and += for hmm_mat4
(*) Reconciled all headers and implementations
(*) Tidied up, and filled in a few missing operators
0.5.1
(*) Ensured column-major order for matrices throughout
(*) Fixed HMM_Translate producing row-major matrices
0.5.2
(*) Fixed SSE code in HMM_SqrtF
(*) Fixed SSE code in HMM_RSqrtF
0.6
(*) Added Unit testing
(*) Made HMM_Power faster
(*) Fixed possible efficiency problem with HMM_Normalize
(*) RENAMED HMM_LengthSquareRoot to HMM_LengthSquared
(*) RENAMED HMM_RSqrtF to HMM_RSquareRootF
(*) RENAMED HMM_SqrtF to HMM_SquareRootF
(*) REMOVED Inner function (user should use Dot now)
(*) REMOVED HMM_FastInverseSquareRoot function declaration
0.7
(*) REMOVED HMM_LengthSquared in HANDMADE_MATH_IMPLEMENTATION (should
use HMM_LengthSquaredVec3, or HANDMADE_MATH_CPP_MODE for function
overloaded version)
(*) REMOVED HMM_Length in HANDMADE_MATH_IMPLEMENTATION (should use
HMM_LengthVec3, HANDMADE_MATH_CPP_MODE for function
overloaded version)
(*) REMOVED HMM_Normalize in HANDMADE_MATH_IMPLEMENTATION (should use
HMM_NormalizeVec3, or HANDMADE_MATH_CPP_MODE for function
overloaded version)
(*) Added HMM_LengthSquaredVec2
(*) Added HMM_LengthSquaredVec4
(*) Addd HMM_LengthVec2
(*) Added HMM_LengthVec4
(*) Added HMM_NormalizeVec2
(*) Added HMM_NormalizeVec4
1.0
(*) Lots of testing!
1.1
(*) Quaternion support
(*) Added type hmm_quaternion
(*) Added HMM_Quaternion
(*) Added HMM_QuaternionV4
(*) Added HMM_AddQuaternion
(*) Added HMM_SubtractQuaternion
(*) Added HMM_MultiplyQuaternion
(*) Added HMM_MultiplyQuaternionF
(*) Added HMM_DivideQuaternionF
(*) Added HMM_InverseQuaternion
(*) Added HMM_DotQuaternion
(*) Added HMM_NormalizeQuaternion
(*) Added HMM_Slerp
(*) Added HMM_QuaternionToMat4
(*) Added HMM_QuaternionFromAxisAngle
1.1.1
(*) Resolved compiler warnings on gcc and g++
1.1.2
(*) Fixed invalid HMMDEF's in the function definitions
1.1.3
(*) Fixed compile error in C mode
1.1.4
(*) Fixed SSE being included on platforms that don't support it
(*) Fixed divide-by-zero errors when normalizing zero vectors.
1.1.5
(*) Add Width and Height to HMM_Vec2
(*) Made it so you can supply your own SqrtF
1.2.0
(*) Added equality functions for HMM_Vec2, HMM_Vec3, and HMM_Vec4.
(*) Added HMM_EqualsVec2, HMM_EqualsVec3, and HMM_EqualsVec4
(*) Added C++ overloaded HMM_Equals for all three
(*) Added C++ == and != operators for all three
(*) SSE'd HMM_MultiplyMat4 (this is _WAY_ faster)
(*) SSE'd HMM_Transpose
1.3.0
(*) Remove need to #define HANDMADE_MATH_CPP_MODE
1.4.0
(*) Fixed bug when using HandmadeMath in C mode
(*) SSEd all vec4 operations
(*) Removed all zero-ing
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.
1.5.1
(*) 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
@@ -320,7 +212,7 @@ typedef union hmm_vec2
float Elements[2];
#ifdef __cplusplus
inline float &operator[](int Index)
inline float &operator[](const int &Index)
{
return Elements[Index];
}
@@ -371,7 +263,7 @@ typedef union hmm_vec3
float Elements[3];
#ifdef __cplusplus
inline float &operator[](int Index)
inline float &operator[](const int &Index)
{
return Elements[Index];
}
@@ -435,7 +327,7 @@ typedef union hmm_vec4
#endif
#ifdef __cplusplus
inline float &operator[](int Index)
inline float &operator[](const int &Index)
{
return Elements[Index];
}
@@ -447,11 +339,15 @@ typedef union hmm_mat4
float Elements[4][4];
#ifdef HANDMADE_MATH__USE_SSE
__m128 Columns[4];
// DEPRECATED. Our matrices are column-major, so this was named
// incorrectly. Use Columns instead.
__m128 Rows[4];
#endif
#ifdef __cplusplus
inline hmm_vec4 operator[](const int Index)
inline hmm_vec4 operator[](const int &Index)
{
float* col = Elements[Index];
@@ -1120,6 +1016,21 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
return (Result);
}
HMM_INLINE hmm_vec2 HMM_FastNormalizeVec2(hmm_vec2 A)
{
return HMM_MultiplyVec2f(A, HMM_RSquareRootF(HMM_DotVec2(A, A)));
}
HMM_INLINE hmm_vec3 HMM_FastNormalizeVec3(hmm_vec3 A)
{
return HMM_MultiplyVec3f(A, HMM_RSquareRootF(HMM_DotVec3(A, A)));
}
HMM_INLINE hmm_vec4 HMM_FastNormalizeVec4(hmm_vec4 A)
{
return HMM_MultiplyVec4f(A, HMM_RSquareRootF(HMM_DotVec4(A, A)));
}
/*
* SSE stuff
@@ -1129,10 +1040,10 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right)
{
__m128 Result;
Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Rows[0]);
Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55), Right.Rows[1]));
Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa), Right.Rows[2]));
Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Rows[3]));
Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Columns[0]);
Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55), Right.Columns[1]));
Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa), Right.Columns[2]));
Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Columns[3]));
return (Result);
}
@@ -1167,7 +1078,7 @@ HMM_INLINE hmm_mat4 HMM_Transpose(hmm_mat4 Matrix)
{
hmm_mat4 Result = Matrix;
_MM_TRANSPOSE4_PS(Result.Rows[0], Result.Rows[1], Result.Rows[2], Result.Rows[3]);
_MM_TRANSPOSE4_PS(Result.Columns[0], Result.Columns[1], Result.Columns[2], Result.Columns[3]);
return (Result);
}
@@ -1180,10 +1091,10 @@ HMM_INLINE hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
{
hmm_mat4 Result;
Result.Rows[0] = _mm_add_ps(Left.Rows[0], Right.Rows[0]);
Result.Rows[1] = _mm_add_ps(Left.Rows[1], Right.Rows[1]);
Result.Rows[2] = _mm_add_ps(Left.Rows[2], Right.Rows[2]);
Result.Rows[3] = _mm_add_ps(Left.Rows[3], Right.Rows[3]);
Result.Columns[0] = _mm_add_ps(Left.Columns[0], Right.Columns[0]);
Result.Columns[1] = _mm_add_ps(Left.Columns[1], Right.Columns[1]);
Result.Columns[2] = _mm_add_ps(Left.Columns[2], Right.Columns[2]);
Result.Columns[3] = _mm_add_ps(Left.Columns[3], Right.Columns[3]);
return (Result);
}
@@ -1196,10 +1107,10 @@ HMM_INLINE hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
{
hmm_mat4 Result;
Result.Rows[0] = _mm_sub_ps(Left.Rows[0], Right.Rows[0]);
Result.Rows[1] = _mm_sub_ps(Left.Rows[1], Right.Rows[1]);
Result.Rows[2] = _mm_sub_ps(Left.Rows[2], Right.Rows[2]);
Result.Rows[3] = _mm_sub_ps(Left.Rows[3], Right.Rows[3]);
Result.Columns[0] = _mm_sub_ps(Left.Columns[0], Right.Columns[0]);
Result.Columns[1] = _mm_sub_ps(Left.Columns[1], Right.Columns[1]);
Result.Columns[2] = _mm_sub_ps(Left.Columns[2], Right.Columns[2]);
Result.Columns[3] = _mm_sub_ps(Left.Columns[3], Right.Columns[3]);
return (Result);
}
@@ -1215,10 +1126,10 @@ HMM_INLINE hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
hmm_mat4 Result;
__m128 SSEScalar = _mm_set1_ps(Scalar);
Result.Rows[0] = _mm_mul_ps(Matrix.Rows[0], SSEScalar);
Result.Rows[1] = _mm_mul_ps(Matrix.Rows[1], SSEScalar);
Result.Rows[2] = _mm_mul_ps(Matrix.Rows[2], SSEScalar);
Result.Rows[3] = _mm_mul_ps(Matrix.Rows[3], SSEScalar);
Result.Columns[0] = _mm_mul_ps(Matrix.Columns[0], SSEScalar);
Result.Columns[1] = _mm_mul_ps(Matrix.Columns[1], SSEScalar);
Result.Columns[2] = _mm_mul_ps(Matrix.Columns[2], SSEScalar);
Result.Columns[3] = _mm_mul_ps(Matrix.Columns[3], SSEScalar);
return (Result);
}
@@ -1234,10 +1145,10 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
hmm_mat4 Result;
__m128 SSEScalar = _mm_set1_ps(Scalar);
Result.Rows[0] = _mm_div_ps(Matrix.Rows[0], SSEScalar);
Result.Rows[1] = _mm_div_ps(Matrix.Rows[1], SSEScalar);
Result.Rows[2] = _mm_div_ps(Matrix.Rows[2], SSEScalar);
Result.Rows[3] = _mm_div_ps(Matrix.Rows[3], SSEScalar);
Result.Columns[0] = _mm_div_ps(Matrix.Columns[0], SSEScalar);
Result.Columns[1] = _mm_div_ps(Matrix.Columns[1], SSEScalar);
Result.Columns[2] = _mm_div_ps(Matrix.Columns[2], SSEScalar);
Result.Columns[3] = _mm_div_ps(Matrix.Columns[3], SSEScalar);
return (Result);
}
@@ -1245,8 +1156,6 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
HMM_EXTERN hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar);
#endif
HMM_EXTERN hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 Matrix);
/*
* Common graphics transformations
@@ -1505,6 +1414,27 @@ HMM_INLINE hmm_vec4 HMM_Normalize(hmm_vec4 A)
return (Result);
}
HMM_INLINE hmm_vec2 HMM_FastNormalize(hmm_vec2 A)
{
hmm_vec2 Result = HMM_FastNormalizeVec2(A);
return (Result);
}
HMM_INLINE hmm_vec3 HMM_FastNormalize(hmm_vec3 A)
{
hmm_vec3 Result = HMM_FastNormalizeVec3(A);
return (Result);
}
HMM_INLINE hmm_vec4 HMM_FastNormalize(hmm_vec4 A)
{
hmm_vec4 Result = HMM_FastNormalizeVec4(A);
return (Result);
}
HMM_INLINE hmm_quaternion HMM_Normalize(hmm_quaternion A)
{
hmm_quaternion Result = HMM_NormalizeQuaternion(A);
@@ -2254,10 +2184,10 @@ hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
#ifdef HANDMADE_MATH__USE_SSE
Result.Rows[0] = HMM_LinearCombineSSE(Right.Rows[0], Left);
Result.Rows[1] = HMM_LinearCombineSSE(Right.Rows[1], Left);
Result.Rows[2] = HMM_LinearCombineSSE(Right.Rows[2], Left);
Result.Rows[3] = HMM_LinearCombineSSE(Right.Rows[3], Left);
Result.Columns[0] = HMM_LinearCombineSSE(Right.Columns[0], Left);
Result.Columns[1] = HMM_LinearCombineSSE(Right.Columns[1], Left);
Result.Columns[2] = HMM_LinearCombineSSE(Right.Columns[2], Left);
Result.Columns[3] = HMM_LinearCombineSSE(Right.Columns[3], Left);
#else
int Columns;
@@ -2342,42 +2272,6 @@ hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
}
#endif
hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 m)
{
hmm_quaternion q;
float trace = m.Elements[0][0] + m.Elements[1][1] + m.Elements[2][2];
if (trace > 0) {
float s = 0.5f / HMM_SquareRootF(trace + 1.0f);
q.X = (m.Elements[1][2] - m.Elements[2][1] ) * s;
q.Y = (m.Elements[2][0] - m.Elements[0][2] ) * s;
q.Z = (m.Elements[0][1] - m.Elements[1][0] ) * s;
q.W = 0.25f / s;
} else {
if (m.Elements[0][0] > m.Elements[1][1] && m.Elements[0][0] > m.Elements[2][2]) {
float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[0][0] - m.Elements[1][1] - m.Elements[2][2]);
q.X = 0.25f * s;
q.Y = (m.Elements[1][0] + m.Elements[0][1]) / s;
q.Z = (m.Elements[2][0] + m.Elements[0][2]) / s;
q.W = (m.Elements[1][2] - m.Elements[2][1]) / s;
} else if (m.Elements[1][1] > m.Elements[2][2]) {
float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[1][1] - m.Elements[0][0] - m.Elements[2][2]);
q.X = (m.Elements[1][0] + m.Elements[0][1]) / s;
q.Y = 0.25f * s;
q.Z = (m.Elements[2][1] + m.Elements[1][2]) / s;
q.W = (m.Elements[2][0] - m.Elements[0][2]) / s;
} else {
float s = 2.0f * HMM_SquareRootF(1.0f + m.Elements[2][2] - m.Elements[0][0] - m.Elements[1][1]);
q.X = (m.Elements[2][0] + m.Elements[0][2]) / s;
q.Y = (m.Elements[2][1] + m.Elements[1][2]) / s;
q.Z = 0.25f * s;
q.W = (m.Elements[0][1] - m.Elements[1][0]) / s;
}
}
return q;
}
hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis)
{
hmm_mat4 Result = HMM_Mat4d(1.0f);

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@@ -10,6 +10,9 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
Version | Changes |
----------------|----------------|
**1.8.0** | Added fast vector normalization routines that use fast inverse square roots.
**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.

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@@ -1,154 +0,0 @@
#include "../HandmadeTest.h"
void printQuat(hmm_quaternion quat) {
printf("\n%f %f %f %f", quat.X, quat.Y, quat.Z, quat.W);
}
TEST(MatrixOps, Transpose)
{
hmm_mat4 m4 = HMM_Mat4(); // will have 1 - 16
// Fill the matrix
int Counter = 1;
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
m4.Elements[Column][Row] = Counter;
++Counter;
}
}
// Test the matrix
hmm_mat4 result = HMM_Transpose(m4);
EXPECT_FLOAT_EQ(result.Elements[0][0], 1.0f);
EXPECT_FLOAT_EQ(result.Elements[0][1], 5.0f);
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0f);
EXPECT_FLOAT_EQ(result.Elements[0][3], 13.0f);
EXPECT_FLOAT_EQ(result.Elements[1][0], 2.0f);
EXPECT_FLOAT_EQ(result.Elements[1][1], 6.0f);
EXPECT_FLOAT_EQ(result.Elements[1][2], 10.0f);
EXPECT_FLOAT_EQ(result.Elements[1][3], 14.0f);
EXPECT_FLOAT_EQ(result.Elements[2][0], 3.0f);
EXPECT_FLOAT_EQ(result.Elements[2][1], 7.0f);
EXPECT_FLOAT_EQ(result.Elements[2][2], 11.0f);
EXPECT_FLOAT_EQ(result.Elements[2][3], 15.0f);
EXPECT_FLOAT_EQ(result.Elements[3][0], 4.0f);
EXPECT_FLOAT_EQ(result.Elements[3][1], 8.0f);
EXPECT_FLOAT_EQ(result.Elements[3][2], 12.0f);
EXPECT_FLOAT_EQ(result.Elements[3][3], 16.0f);
}
TEST(MatrixOps, ToQuaternion)
{
{ // Test 90 degree rotation about X axis
hmm_mat4 rot = {
1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
0.0f, 0.0f, 1.0f, 0.0f, // second column (Y)
0.0f, -1.0f, 0.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_ToRadians(90.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
{ // Test 90 degree rotation about Y axis
hmm_mat4 rot = {
0.0f, 0.0f, -1.0f, 0.0f, // first column (X)
0.0f, 1.0f, 0.0f, 0.0f, // second column (Y)
1.0f, 0.0f, 0.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), HMM_ToRadians(90.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
{ // Test 90 degree rotation about Z axis
hmm_mat4 rot = {
0.0f, 1.0f, 0.0f, 0.0f, // first column (X)
-1.0f, 0.0f, 0.0f, 0.0f, // second column (Y)
0.0f, 0.0f, 1.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 0.0f, 1.0f), HMM_ToRadians(90.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
{ // Test 180 degree rotation about X axis
hmm_mat4 rot = {
1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
0.0f, -1.0f, 1.0f, 0.0f, // second column (Y)
0.0f, 0.0f, -1.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(1.0f, 0.0f, 0.0f), HMM_ToRadians(180.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
printQuat(expected);
printQuat(actualResult);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
{ // Test 180 degree rotation about Y axis
hmm_mat4 rot = {
-1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
0.0f, 1.0f, 1.0f, 0.0f, // second column (Y)
0.0f, 0.0f, -1.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 1.0f, 0.0f), HMM_ToRadians(180.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
printQuat(expected);
printQuat(actualResult);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
{ // Test 180 degree rotation about Z axis
hmm_mat4 rot = {
-1.0f, 0.0f, 0.0f, 0.0f, // first column (X)
0.0f, -1.0f, 1.0f, 0.0f, // second column (Y)
0.0f, 0.0f, 1.0f, 0.0f, // third column (Z)
0.0f, 0.0f, 0.0f, 0.0f
};
hmm_quaternion expected = HMM_QuaternionFromAxisAngle(HMM_Vec3(0.0f, 0.0f, 1.0f), HMM_ToRadians(180.0f));
hmm_quaternion actualResult = HMM_Mat4ToQuaternion(rot);
printQuat(expected);
printQuat(actualResult);
EXPECT_FLOAT_EQ(actualResult.X, expected.X);
EXPECT_FLOAT_EQ(actualResult.Y, expected.Y);
EXPECT_FLOAT_EQ(actualResult.Z, expected.Z);
EXPECT_FLOAT_EQ(actualResult.W, expected.W);
}
}

View File

@@ -8,10 +8,10 @@ TEST(SSE, LinearCombine)
hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f);
hmm_mat4 Result;
Result.Rows[0] = HMM_LinearCombineSSE(MatrixOne.Rows[0], MatrixTwo);
Result.Rows[1] = HMM_LinearCombineSSE(MatrixOne.Rows[1], MatrixTwo);
Result.Rows[2] = HMM_LinearCombineSSE(MatrixOne.Rows[2], MatrixTwo);
Result.Rows[3] = HMM_LinearCombineSSE(MatrixOne.Rows[3], MatrixTwo);
Result.Columns[0] = HMM_LinearCombineSSE(MatrixOne.Columns[0], MatrixTwo);
Result.Columns[1] = HMM_LinearCombineSSE(MatrixOne.Columns[1], MatrixTwo);
Result.Columns[2] = HMM_LinearCombineSSE(MatrixOne.Columns[2], MatrixTwo);
Result.Columns[3] = HMM_LinearCombineSSE(MatrixOne.Columns[3], MatrixTwo);
{
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][2], 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][1], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f);

View File

@@ -134,6 +134,106 @@ TEST(VectorOps, NormalizeZero)
#endif
}
TEST(VectorOps, FastNormalize)
{
hmm_vec2 v2 = HMM_Vec2(1.0f, -2.0f);
hmm_vec3 v3 = HMM_Vec3(1.0f, -2.0f, 3.0f);
hmm_vec4 v4 = HMM_Vec4(1.0f, -2.0f, 3.0f, -1.0f);
{
hmm_vec2 result = HMM_FastNormalizeVec2(v2);
EXPECT_NEAR(HMM_LengthVec2(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalizeVec3(v3);
EXPECT_NEAR(HMM_LengthVec3(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalizeVec4(v4);
EXPECT_NEAR(HMM_LengthVec4(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
EXPECT_LT(result.W, 0.0f);
}
#ifdef __cplusplus
{
hmm_vec2 result = HMM_FastNormalize(v2);
EXPECT_NEAR(HMM_LengthVec2(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalize(v3);
EXPECT_NEAR(HMM_LengthVec3(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalize(v4);
EXPECT_NEAR(HMM_LengthVec4(result), 1.0f, 0.001f);
EXPECT_GT(result.X, 0.0f);
EXPECT_LT(result.Y, 0.0f);
EXPECT_GT(result.Z, 0.0f);
EXPECT_LT(result.W, 0.0f);
}
#endif
}
TEST(VectorOps, FastNormalizeZero)
{
hmm_vec2 v2 = HMM_Vec2(0.0f, 0.0f);
hmm_vec3 v3 = HMM_Vec3(0.0f, 0.0f, 0.0f);
hmm_vec4 v4 = HMM_Vec4(0.0f, 0.0f, 0.0f, 0.0f);
{
hmm_vec2 result = HMM_FastNormalizeVec2(v2);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalizeVec3(v3);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalizeVec4(v4);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
EXPECT_FLOAT_EQ(result.W, 0.0f);
}
#ifdef __cplusplus
{
hmm_vec2 result = HMM_FastNormalize(v2);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
}
{
hmm_vec3 result = HMM_FastNormalize(v3);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
}
{
hmm_vec4 result = HMM_FastNormalize(v4);
EXPECT_FLOAT_EQ(result.X, 0.0f);
EXPECT_FLOAT_EQ(result.Y, 0.0f);
EXPECT_FLOAT_EQ(result.Z, 0.0f);
EXPECT_FLOAT_EQ(result.W, 0.0f);
}
#endif
}
TEST(VectorOps, Cross)
{
hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f);
@@ -178,3 +278,43 @@ TEST(VectorOps, DotVec4)
EXPECT_FLOAT_EQ(HMM_Dot(v1, v2), 70.0f);
#endif
}
/*
* MatrixOps tests
*/
TEST(MatrixOps, Transpose)
{
hmm_mat4 m4 = HMM_Mat4(); // will have 1 - 16
// Fill the matrix
int Counter = 1;
for (int Column = 0; Column < 4; ++Column)
{
for (int Row = 0; Row < 4; ++Row)
{
m4.Elements[Column][Row] = Counter;
++Counter;
}
}
// Test the matrix
hmm_mat4 result = HMM_Transpose(m4);
EXPECT_FLOAT_EQ(result.Elements[0][0], 1.0f);
EXPECT_FLOAT_EQ(result.Elements[0][1], 5.0f);
EXPECT_FLOAT_EQ(result.Elements[0][2], 9.0f);
EXPECT_FLOAT_EQ(result.Elements[0][3], 13.0f);
EXPECT_FLOAT_EQ(result.Elements[1][0], 2.0f);
EXPECT_FLOAT_EQ(result.Elements[1][1], 6.0f);
EXPECT_FLOAT_EQ(result.Elements[1][2], 10.0f);
EXPECT_FLOAT_EQ(result.Elements[1][3], 14.0f);
EXPECT_FLOAT_EQ(result.Elements[2][0], 3.0f);
EXPECT_FLOAT_EQ(result.Elements[2][1], 7.0f);
EXPECT_FLOAT_EQ(result.Elements[2][2], 11.0f);
EXPECT_FLOAT_EQ(result.Elements[2][3], 15.0f);
EXPECT_FLOAT_EQ(result.Elements[3][0], 4.0f);
EXPECT_FLOAT_EQ(result.Elements[3][1], 8.0f);
EXPECT_FLOAT_EQ(result.Elements[3][2], 12.0f);
EXPECT_FLOAT_EQ(result.Elements[3][3], 16.0f);
}

View File

@@ -3,16 +3,15 @@
#include "HandmadeTest.h"
#include "../HandmadeMath.h"
#include "categories/ScalarMath.h"
#include "categories/Initialization.h"
#include "categories/VectorOps.h"
#include "categories/QuaternionOps.h"
#include "categories/Addition.h"
#include "categories/Subtraction.h"
#include "categories/Multiplication.h"
#include "categories/Division.h"
#include "categories/Equality.h"
#include "categories/Initialization.h"
#include "categories/MatrixOps.h"
#include "categories/Multiplication.h"
#include "categories/Projection.h"
#include "categories/QuaternionOps.h"
#include "categories/ScalarMath.h"
#include "categories/SSE.h"
#include "categories/Subtraction.h"
#include "categories/Transformation.h"
#include "categories/VectorOps.h"
#include "categories/SSE.h"