mirror of
https://github.com/HandmadeMath/HandmadeMath.git
synced 2025-12-28 23:54:32 +00:00
Compare commits
3 Commits
mat4toquat
...
v1.7.1
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
5ca1d58b36 | ||
|
|
5bf727dbd5 | ||
|
|
295f6c476f |
109
HandmadeMath.h
109
HandmadeMath.h
@@ -1,5 +1,5 @@
|
||||
/*
|
||||
HandmadeMath.h v1.6.0
|
||||
HandmadeMath.h v1.7.1
|
||||
|
||||
This is a single header file with a bunch of useful functions for game and
|
||||
graphics math operations.
|
||||
@@ -172,7 +172,12 @@
|
||||
(*) 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.
|
||||
|
||||
1.7.0
|
||||
(*) 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.
|
||||
1.7.1
|
||||
(*) Changed operator[] to take a const ref int instead of an int.
|
||||
|
||||
LICENSE
|
||||
|
||||
@@ -320,7 +325,7 @@ 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 +376,7 @@ 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 +440,7 @@ typedef union hmm_vec4
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
inline float &operator[](int Index)
|
||||
inline float &operator[](const int &Index)
|
||||
{
|
||||
return Elements[Index];
|
||||
}
|
||||
@@ -447,11 +452,15 @@ 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];
|
||||
|
||||
@@ -1129,10 +1138,10 @@ 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 +1176,7 @@ 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 +1189,10 @@ 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 +1205,10 @@ 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 +1224,10 @@ 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 +1243,10 @@ 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 +1254,6 @@ 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
|
||||
@@ -2254,10 +2261,10 @@ 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 +2349,6 @@ 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);
|
||||
|
||||
@@ -10,6 +10,8 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
|
||||
|
||||
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.
|
||||
|
||||
@@ -1,154 +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);
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
|
||||
@@ -178,3 +178,43 @@ 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);
|
||||
}
|
||||
|
||||
@@ -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"
|
||||
|
||||
Reference in New Issue
Block a user