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4 Commits
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236
HandmadeMath.h
236
HandmadeMath.h
@@ -1,5 +1,5 @@
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|||||||
/*
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/*
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||||||
HandmadeMath.h v1.7.0
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HandmadeMath.h v1.9.0
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||||||
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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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@@ -65,118 +65,6 @@
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versions of these functions that are provided by the CRT.
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versions of these functions that are provided by the CRT.
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||||||
=============================================================================
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=============================================================================
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||||||
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||||||
Version History:
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||||||
0.2 (*) Updated documentation
|
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||||||
(*) Better C compliance
|
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||||||
(*) Prefix all handmade math functions
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||||||
(*) Better operator overloading
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||||||
0.2a
|
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||||||
(*) Prefixed Macros
|
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||||||
0.2b
|
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||||||
(*) Disabled warning 4201 on MSVC as it is legal is C11
|
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||||||
(*) Removed the f at the end of HMM_PI to get 64bit precision
|
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||||||
0.3
|
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(*) Added +=, -=, *=, /= for hmm_vec2, hmm_vec3, hmm_vec4
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0.4
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(*) SSE Optimized HMM_SqrtF
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(*) SSE Optimized HMM_RSqrtF
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(*) Removed CRT
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0.5
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(*) Added scalar multiplication and division for vectors
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and matrices
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||||||
(*) Added matrix subtraction and += for hmm_mat4
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||||||
(*) Reconciled all headers and implementations
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(*) Tidied up, and filled in a few missing operators
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0.5.1
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(*) Ensured column-major order for matrices throughout
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(*) Fixed HMM_Translate producing row-major matrices
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0.5.2
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(*) Fixed SSE code in HMM_SqrtF
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(*) Fixed SSE code in HMM_RSqrtF
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0.6
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(*) Added Unit testing
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(*) Made HMM_Power faster
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(*) Fixed possible efficiency problem with HMM_Normalize
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(*) RENAMED HMM_LengthSquareRoot to HMM_LengthSquared
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(*) RENAMED HMM_RSqrtF to HMM_RSquareRootF
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(*) RENAMED HMM_SqrtF to HMM_SquareRootF
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(*) REMOVED Inner function (user should use Dot now)
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(*) REMOVED HMM_FastInverseSquareRoot function declaration
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0.7
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(*) REMOVED HMM_LengthSquared in HANDMADE_MATH_IMPLEMENTATION (should
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use HMM_LengthSquaredVec3, or HANDMADE_MATH_CPP_MODE for function
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overloaded version)
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(*) REMOVED HMM_Length in HANDMADE_MATH_IMPLEMENTATION (should use
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HMM_LengthVec3, HANDMADE_MATH_CPP_MODE for function
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overloaded version)
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(*) REMOVED HMM_Normalize in HANDMADE_MATH_IMPLEMENTATION (should use
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HMM_NormalizeVec3, or HANDMADE_MATH_CPP_MODE for function
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overloaded version)
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(*) Added HMM_LengthSquaredVec2
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(*) Added HMM_LengthSquaredVec4
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(*) Addd HMM_LengthVec2
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(*) Added HMM_LengthVec4
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(*) Added HMM_NormalizeVec2
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(*) Added HMM_NormalizeVec4
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1.0
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(*) Lots of testing!
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1.1
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(*) Quaternion support
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(*) Added type hmm_quaternion
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(*) Added HMM_Quaternion
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(*) Added HMM_QuaternionV4
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(*) Added HMM_AddQuaternion
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(*) Added HMM_SubtractQuaternion
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(*) Added HMM_MultiplyQuaternion
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(*) Added HMM_MultiplyQuaternionF
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(*) Added HMM_DivideQuaternionF
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(*) Added HMM_InverseQuaternion
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(*) Added HMM_DotQuaternion
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(*) Added HMM_NormalizeQuaternion
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(*) Added HMM_Slerp
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(*) Added HMM_QuaternionToMat4
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(*) Added HMM_QuaternionFromAxisAngle
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1.1.1
|
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(*) Resolved compiler warnings on gcc and g++
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1.1.2
|
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(*) Fixed invalid HMMDEF's in the function definitions
|
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1.1.3
|
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||||||
(*) Fixed compile error in C mode
|
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1.1.4
|
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(*) Fixed SSE being included on platforms that don't support it
|
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(*) Fixed divide-by-zero errors when normalizing zero vectors.
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1.1.5
|
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(*) Add Width and Height to HMM_Vec2
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(*) Made it so you can supply your own SqrtF
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1.2.0
|
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(*) Added equality functions for HMM_Vec2, HMM_Vec3, and HMM_Vec4.
|
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(*) Added HMM_EqualsVec2, HMM_EqualsVec3, and HMM_EqualsVec4
|
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||||||
(*) Added C++ overloaded HMM_Equals for all three
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(*) Added C++ == and != operators for all three
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(*) SSE'd HMM_MultiplyMat4 (this is _WAY_ faster)
|
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(*) SSE'd HMM_Transpose
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1.3.0
|
|
||||||
(*) Remove need to #define HANDMADE_MATH_CPP_MODE
|
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||||||
1.4.0
|
|
||||||
(*) Fixed bug when using HandmadeMath in C mode
|
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||||||
(*) SSEd all vec4 operations
|
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||||||
(*) Removed all zero-ing
|
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||||||
1.5.0
|
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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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longer has any effect.
|
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||||||
1.5.1
|
|
||||||
(*) Fixed a bug with uninitialized elements in HMM_LookAt.
|
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||||||
1.6.0
|
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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
|
|
||||||
incur an extra function call in unoptimized builds.
|
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||||||
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.
|
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||||||
|
|
||||||
|
|
||||||
LICENSE
|
LICENSE
|
||||||
|
|
||||||
@@ -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)
|
||||||
|
{
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||||||
|
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
|
||||||
@@ -1325,10 +1233,14 @@ 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 +1249,14 @@ 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 +1265,15 @@ 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 +1282,15 @@ 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 +1299,28 @@ 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 +1329,15 @@ 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 +1346,15 @@ 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 +1363,18 @@ 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 +1393,18 @@ 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 +1483,27 @@ 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 +2412,7 @@ 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);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -10,6 +10,9 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
|
|||||||
|
|
||||||
Version | Changes |
|
Version | Changes |
|
||||||
----------------|----------------|
|
----------------|----------------|
|
||||||
|
**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.
|
||||||
|
|||||||
@@ -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);
|
||||||
|
|||||||
Reference in New Issue
Block a user