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5 Commits

Author SHA1 Message Date
Ben Visness
93e56be543 Use vertical instead of horizontal FOV in HMM_Perspective (#101)
* Use vertical instead of horizontal FOV

* Update readme

* Fix tests
2019-07-10 11:29:51 -05:00
Ben Visness
45c91702a9 Added SSE support for Quaternion operations (#97) (#98)
* Added SSE support for Quaternion operations (#97)

* Added SSE support for Quaternion operations

O2
| Function    |     SSE         |      NO SSE      |
====================================================
| Inverse     |     163 (0.89s) |      165 (1.89s) |
| NLerp       |     330 (1.70s) |      330 (1.75s) |
| Normalize   |     169 (1.03s) |      169 (1.06s) |
| Dot         |     22  (1.15s) |      23  (1.14s) |
| DivF        |     23  (0.72s) |      23  (0.82s) |
| MulF        |     22  (0.75s) |      22  (0.79s) |
| Mul         |     24  (1.14s) |      23  (1.24s) |
| Sub         |     23  (1.17s) |      37  (1.20s) |
| Add         |     23  (1.20s) |      24  (1.19s) |



O0
| Function    |     SSE         |      NO SSE      |
====================================================
| Inverse     |     394 (1.62s) |      430 (3.05s) |
| NLerp       |     694 (2.71s) |      1035(4.81s) |
| Normalize   |     374 (1.58s) |      412 (2.95s) |
| Dot         |     81  (1.83s) |      23  (2.50s) |
| DivF        |     61  (1.12s) |      25  (2.37s) |
| MulF        |     58  (1.09s) |      23  (2.31s) |
| Mul         |     94  (1.97s) |      42  (2.88s) |
| Sub         |     75  (1.83s) |      23  (2.82s) |
| Add         |     75  (1.81s) |      23  (2.81s) |

* Fixed quaternion multiplication

Old quaternion multiplication had a bug, this is a different approach.

* Added release notes and version for 1.9.0
2019-03-11 13:12:48 -05:00
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
4 changed files with 226 additions and 130 deletions

View File

@@ -1,5 +1,5 @@
/* /*
HandmadeMath.h v1.7.0 HandmadeMath.h v1.9.0
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.
@@ -66,118 +66,6 @@
============================================================================= =============================================================================
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.
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.
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
@@ -195,6 +83,7 @@
Gingerbill (@TheGingerBill) Gingerbill (@TheGingerBill)
Ben Visness (@bvisness) Ben Visness (@bvisness)
Trinton Bullard (@Peliex_Dev) Trinton Bullard (@Peliex_Dev)
@AntonDan
Fixes: Fixes:
Jeroen van Rijn (@J_vanRijn) Jeroen van Rijn (@J_vanRijn)
@@ -324,7 +213,7 @@ typedef union hmm_vec2
float Elements[2]; float Elements[2];
#ifdef __cplusplus #ifdef __cplusplus
inline float &operator[](int Index) inline float &operator[](const int &Index)
{ {
return Elements[Index]; return Elements[Index];
} }
@@ -375,7 +264,7 @@ typedef union hmm_vec3
float Elements[3]; float Elements[3];
#ifdef __cplusplus #ifdef __cplusplus
inline float &operator[](int Index) inline float &operator[](const int &Index)
{ {
return Elements[Index]; return Elements[Index];
} }
@@ -439,7 +328,7 @@ typedef union hmm_vec4
#endif #endif
#ifdef __cplusplus #ifdef __cplusplus
inline float &operator[](int Index) inline float &operator[](const int &Index)
{ {
return Elements[Index]; return Elements[Index];
} }
@@ -459,7 +348,7 @@ typedef union hmm_mat4
#endif #endif
#ifdef __cplusplus #ifdef __cplusplus
inline hmm_vec4 operator[](const int Index) inline hmm_vec4 operator[](const int &Index)
{ {
float* col = Elements[Index]; float* col = Elements[Index];
@@ -491,6 +380,10 @@ typedef union hmm_quaternion
}; };
float Elements[4]; float Elements[4];
#ifdef HANDMADE_MATH__USE_SSE
__m128 InternalElementsSSE;
#endif
} hmm_quaternion; } hmm_quaternion;
typedef int32_t hmm_bool; typedef int32_t hmm_bool;
@@ -1128,6 +1021,21 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
return (Result); 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 * SSE stuff
@@ -1278,10 +1186,12 @@ HMM_INLINE hmm_mat4 HMM_Perspective(float FOV, float AspectRatio, float Near, fl
{ {
hmm_mat4 Result = HMM_Mat4(); hmm_mat4 Result = HMM_Mat4();
float TanThetaOver2 = HMM_TanF(FOV * (HMM_PI32 / 360.0f)); // See https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluPerspective.xml
Result.Elements[0][0] = 1.0f / TanThetaOver2; float Cotangent = 1.0f / HMM_TanF(FOV * (HMM_PI32 / 360.0f));
Result.Elements[1][1] = AspectRatio / TanThetaOver2;
Result.Elements[0][0] = Cotangent / AspectRatio;
Result.Elements[1][1] = Cotangent;
Result.Elements[2][3] = -1.0f; Result.Elements[2][3] = -1.0f;
Result.Elements[2][2] = (Near + Far) / (Near - Far); Result.Elements[2][2] = (Near + Far) / (Near - Far);
Result.Elements[3][2] = (2.0f * Near * Far) / (Near - Far); Result.Elements[3][2] = (2.0f * Near * Far) / (Near - Far);
@@ -1325,10 +1235,14 @@ HMM_INLINE hmm_quaternion HMM_Quaternion(float X, float Y, float Z, float W)
{ {
hmm_quaternion Result; hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_setr_ps(X, Y, Z, W);
#else
Result.X = X; Result.X = X;
Result.Y = Y; Result.Y = Y;
Result.Z = Z; Result.Z = Z;
Result.W = W; Result.W = W;
#endif
return (Result); return (Result);
} }
@@ -1337,10 +1251,14 @@ HMM_INLINE hmm_quaternion HMM_QuaternionV4(hmm_vec4 Vector)
{ {
hmm_quaternion Result; hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = Vector.InternalElementsSSE;
#else
Result.X = Vector.X; Result.X = Vector.X;
Result.Y = Vector.Y; Result.Y = Vector.Y;
Result.Z = Vector.Z; Result.Z = Vector.Z;
Result.W = Vector.W; Result.W = Vector.W;
#endif
return (Result); return (Result);
} }
@@ -1349,10 +1267,15 @@ HMM_INLINE hmm_quaternion HMM_AddQuaternion(hmm_quaternion Left, hmm_quaternion
{ {
hmm_quaternion Result; hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_add_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
#else
Result.X = Left.X + Right.X; Result.X = Left.X + Right.X;
Result.Y = Left.Y + Right.Y; Result.Y = Left.Y + Right.Y;
Result.Z = Left.Z + Right.Z; Result.Z = Left.Z + Right.Z;
Result.W = Left.W + Right.W; Result.W = Left.W + Right.W;
#endif
return (Result); return (Result);
} }
@@ -1361,10 +1284,15 @@ HMM_INLINE hmm_quaternion HMM_SubtractQuaternion(hmm_quaternion Left, hmm_quater
{ {
hmm_quaternion Result; hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
Result.InternalElementsSSE = _mm_sub_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
#else
Result.X = Left.X - Right.X; Result.X = Left.X - Right.X;
Result.Y = Left.Y - Right.Y; Result.Y = Left.Y - Right.Y;
Result.Z = Left.Z - Right.Z; Result.Z = Left.Z - Right.Z;
Result.W = Left.W - Right.W; Result.W = Left.W - Right.W;
#endif
return (Result); return (Result);
} }
@@ -1373,10 +1301,28 @@ HMM_INLINE hmm_quaternion HMM_MultiplyQuaternion(hmm_quaternion Left, hmm_quater
{ {
hmm_quaternion Result; hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(0, 0, 0, 0)), _mm_setr_ps(0.f, -0.f, 0.f, -0.f));
__m128 SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(0, 1, 2, 3));
__m128 SSEResultThree = _mm_mul_ps(SSEResultTwo, SSEResultOne);
SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(1, 1, 1, 1)) , _mm_setr_ps(0.f, 0.f, -0.f, -0.f));
SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(1, 0, 3, 2));
SSEResultThree = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
SSEResultOne = _mm_xor_ps(_mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(2, 2, 2, 2)), _mm_setr_ps(-0.f, 0.f, 0.f, -0.f));
SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(2, 3, 0, 1));
SSEResultThree = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
SSEResultOne = _mm_shuffle_ps(Left.InternalElementsSSE, Left.InternalElementsSSE, _MM_SHUFFLE(3, 3, 3, 3));
SSEResultTwo = _mm_shuffle_ps(Right.InternalElementsSSE, Right.InternalElementsSSE, _MM_SHUFFLE(3, 2, 1, 0));
Result.InternalElementsSSE = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
#else
Result.X = (Left.X * Right.W) + (Left.Y * Right.Z) - (Left.Z * Right.Y) + (Left.W * Right.X); Result.X = (Left.X * Right.W) + (Left.Y * Right.Z) - (Left.Z * Right.Y) + (Left.W * Right.X);
Result.Y = (-Left.X * Right.Z) + (Left.Y * Right.W) + (Left.Z * Right.X) + (Left.W * Right.Y); Result.Y = (-Left.X * Right.Z) + (Left.Y * Right.W) + (Left.Z * Right.X) + (Left.W * Right.Y);
Result.Z = (Left.X * Right.Y) - (Left.Y * Right.X) + (Left.Z * Right.W) + (Left.W * Right.Z); Result.Z = (Left.X * Right.Y) - (Left.Y * Right.X) + (Left.Z * Right.W) + (Left.W * Right.Z);
Result.W = (-Left.X * Right.X) - (Left.Y * Right.Y) - (Left.Z * Right.Z) + (Left.W * Right.W); Result.W = (-Left.X * Right.X) - (Left.Y * Right.Y) - (Left.Z * Right.Z) + (Left.W * Right.W);
#endif
return (Result); return (Result);
} }
@@ -1385,10 +1331,15 @@ HMM_INLINE hmm_quaternion HMM_MultiplyQuaternionF(hmm_quaternion Left, float Mul
{ {
hmm_quaternion Result; hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 Scalar = _mm_set1_ps(Multiplicative);
Result.InternalElementsSSE = _mm_mul_ps(Left.InternalElementsSSE, Scalar);
#else
Result.X = Left.X * Multiplicative; Result.X = Left.X * Multiplicative;
Result.Y = Left.Y * Multiplicative; Result.Y = Left.Y * Multiplicative;
Result.Z = Left.Z * Multiplicative; Result.Z = Left.Z * Multiplicative;
Result.W = Left.W * Multiplicative; Result.W = Left.W * Multiplicative;
#endif
return (Result); return (Result);
} }
@@ -1397,10 +1348,15 @@ HMM_INLINE hmm_quaternion HMM_DivideQuaternionF(hmm_quaternion Left, float Divid
{ {
hmm_quaternion Result; hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 Scalar = _mm_set1_ps(Dividend);
Result.InternalElementsSSE = _mm_div_ps(Left.InternalElementsSSE, Scalar);
#else
Result.X = Left.X / Dividend; Result.X = Left.X / Dividend;
Result.Y = Left.Y / Dividend; Result.Y = Left.Y / Dividend;
Result.Z = Left.Z / Dividend; Result.Z = Left.Z / Dividend;
Result.W = Left.W / Dividend; Result.W = Left.W / Dividend;
#endif
return (Result); return (Result);
} }
@@ -1409,7 +1365,18 @@ HMM_EXTERN hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left);
HMM_INLINE float HMM_DotQuaternion(hmm_quaternion Left, hmm_quaternion Right) HMM_INLINE float HMM_DotQuaternion(hmm_quaternion Left, hmm_quaternion Right)
{ {
float Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W); float Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 SSEResultOne = _mm_mul_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
__m128 SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(2, 3, 0, 1));
SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(0, 1, 2, 3));
SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
_mm_store_ss(&Result, SSEResultOne);
#else
Result = (Left.X * Right.X) + (Left.Y * Right.Y) + (Left.Z * Right.Z) + (Left.W * Right.W);
#endif
return (Result); return (Result);
} }
@@ -1428,11 +1395,18 @@ HMM_INLINE hmm_quaternion HMM_NLerp(hmm_quaternion Left, float Time, hmm_quatern
{ {
hmm_quaternion Result; hmm_quaternion Result;
#ifdef HANDMADE_MATH__USE_SSE
__m128 ScalarLeft = _mm_set1_ps(1.0f - Time);
__m128 ScalarRight = _mm_set1_ps(Time);
__m128 SSEResultOne = _mm_mul_ps(Left.InternalElementsSSE, ScalarLeft);
__m128 SSEResultTwo = _mm_mul_ps(Right.InternalElementsSSE, ScalarRight);
Result.InternalElementsSSE = _mm_add_ps(SSEResultOne, SSEResultTwo);
#else
Result.X = HMM_Lerp(Left.X, Time, Right.X); Result.X = HMM_Lerp(Left.X, Time, Right.X);
Result.Y = HMM_Lerp(Left.Y, Time, Right.Y); Result.Y = HMM_Lerp(Left.Y, Time, Right.Y);
Result.Z = HMM_Lerp(Left.Z, Time, Right.Z); Result.Z = HMM_Lerp(Left.Z, Time, Right.Z);
Result.W = HMM_Lerp(Left.W, Time, Right.W); Result.W = HMM_Lerp(Left.W, Time, Right.W);
#endif
Result = HMM_NormalizeQuaternion(Result); Result = HMM_NormalizeQuaternion(Result);
return (Result); return (Result);
@@ -1511,6 +1485,27 @@ HMM_INLINE hmm_vec4 HMM_Normalize(hmm_vec4 A)
return (Result); 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_INLINE hmm_quaternion HMM_Normalize(hmm_quaternion A)
{ {
hmm_quaternion Result = HMM_NormalizeQuaternion(A); hmm_quaternion Result = HMM_NormalizeQuaternion(A);
@@ -2419,10 +2414,7 @@ hmm_quaternion HMM_InverseQuaternion(hmm_quaternion Left)
Norm = HMM_SquareRootF(HMM_DotQuaternion(Left, Left)); Norm = HMM_SquareRootF(HMM_DotQuaternion(Left, Left));
NormSquared = Norm * Norm; NormSquared = Norm * Norm;
Result.X = Conjugate.X / NormSquared; Result = HMM_DivideQuaternionF(Conjugate, NormSquared);
Result.Y = Conjugate.Y / NormSquared;
Result.Z = Conjugate.Z / NormSquared;
Result.W = Conjugate.W / NormSquared;
return (Result); return (Result);
} }

View File

@@ -10,6 +10,10 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
Version | Changes | Version | Changes |
----------------|----------------| ----------------|----------------|
**1.10.0** | Made HMM_Perspective use vertical FOV instead of horizontal FOV for consistency with other graphics APIs. |
**1.9.0** | Added SSE versions of quaternion operations. |
**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. **1.7.0** | 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. **1.6.0** | 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. **1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt.

View File

@@ -20,16 +20,16 @@ TEST(Projection, Perspective)
{ {
hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -15.0f); hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -15.0f);
hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1)); hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1));
EXPECT_FLOAT_EQ(projected.X, 5.0f); EXPECT_FLOAT_EQ(projected.X, 2.5f);
EXPECT_FLOAT_EQ(projected.Y, 10.0f); EXPECT_FLOAT_EQ(projected.Y, 5.0f);
EXPECT_FLOAT_EQ(projected.Z, 15.0f); EXPECT_FLOAT_EQ(projected.Z, 15.0f);
EXPECT_FLOAT_EQ(projected.W, 15.0f); EXPECT_FLOAT_EQ(projected.W, 15.0f);
} }
{ {
hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -5.0f); hmm_vec3 original = HMM_Vec3(5.0f, 5.0f, -5.0f);
hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1)); hmm_vec4 projected = HMM_MultiplyMat4ByVec4(projection, HMM_Vec4v(original, 1));
EXPECT_FLOAT_EQ(projected.X, 5.0f); EXPECT_FLOAT_EQ(projected.X, 2.5f);
EXPECT_FLOAT_EQ(projected.Y, 10.0f); EXPECT_FLOAT_EQ(projected.Y, 5.0f);
EXPECT_FLOAT_EQ(projected.Z, -5.0f); EXPECT_FLOAT_EQ(projected.Z, -5.0f);
EXPECT_FLOAT_EQ(projected.W, 5.0f); EXPECT_FLOAT_EQ(projected.W, 5.0f);
} }

View File

@@ -134,6 +134,106 @@ TEST(VectorOps, NormalizeZero)
#endif #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) TEST(VectorOps, Cross)
{ {
hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f); hmm_vec3 v1 = HMM_Vec3(1.0f, 2.0f, 3.0f);