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3 Commits

Author SHA1 Message Date
Ben Visness
05a474eb76 Fix whitespace issues 2018-06-20 16:01:52 +02:00
Ben Visness
3a5a5320c1 Add more tests that actually break stuff for some reason 2018-06-20 16:00:24 +02:00
Ben Visness
bb6b315c37 First attempt at Mat4 to Quaternion (might have rows and columns swapped?) 2018-06-20 12:57:17 +02:00
6 changed files with 237 additions and 95 deletions

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@@ -1,5 +1,5 @@
/* /*
HandmadeMath.h v1.7.1 HandmadeMath.h v1.6.0
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.
@@ -172,14 +172,7 @@
(*) Added array subscript operators for vector and matrix types in (*) Added array subscript operators for vector and matrix types in
C++. This is provided as a convenience, but be aware that it may C++. This is provided as a convenience, but be aware that it may
incur an extra function call in unoptimized builds. 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 in a const ref int instead of a int.
Simple dumb mistake. NOTE: The compiler still wont inline operator[]
for some reason
LICENSE LICENSE
@@ -327,7 +320,7 @@ typedef union hmm_vec2
float Elements[2]; float Elements[2];
#ifdef __cplusplus #ifdef __cplusplus
inline float &operator[](const int &Index) inline float &operator[](int Index)
{ {
return Elements[Index]; return Elements[Index];
} }
@@ -378,7 +371,7 @@ typedef union hmm_vec3
float Elements[3]; float Elements[3];
#ifdef __cplusplus #ifdef __cplusplus
inline float &operator[](const int &Index) inline float &operator[](int Index)
{ {
return Elements[Index]; return Elements[Index];
} }
@@ -442,7 +435,7 @@ typedef union hmm_vec4
#endif #endif
#ifdef __cplusplus #ifdef __cplusplus
inline float &operator[](const int &Index) inline float &operator[](int Index)
{ {
return Elements[Index]; return Elements[Index];
} }
@@ -454,15 +447,11 @@ typedef union hmm_mat4
float Elements[4][4]; float Elements[4][4];
#ifdef HANDMADE_MATH__USE_SSE #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]; __m128 Rows[4];
#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];
@@ -1140,10 +1129,10 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right) HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right)
{ {
__m128 Result; __m128 Result;
Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Columns[0]); 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.Columns[1])); 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.Columns[2])); 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.Columns[3])); Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Rows[3]));
return (Result); return (Result);
} }
@@ -1178,7 +1167,7 @@ HMM_INLINE hmm_mat4 HMM_Transpose(hmm_mat4 Matrix)
{ {
hmm_mat4 Result = Matrix; hmm_mat4 Result = Matrix;
_MM_TRANSPOSE4_PS(Result.Columns[0], Result.Columns[1], Result.Columns[2], Result.Columns[3]); _MM_TRANSPOSE4_PS(Result.Rows[0], Result.Rows[1], Result.Rows[2], Result.Rows[3]);
return (Result); return (Result);
} }
@@ -1191,10 +1180,10 @@ HMM_INLINE hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
{ {
hmm_mat4 Result; hmm_mat4 Result;
Result.Columns[0] = _mm_add_ps(Left.Columns[0], Right.Columns[0]); Result.Rows[0] = _mm_add_ps(Left.Rows[0], Right.Rows[0]);
Result.Columns[1] = _mm_add_ps(Left.Columns[1], Right.Columns[1]); Result.Rows[1] = _mm_add_ps(Left.Rows[1], Right.Rows[1]);
Result.Columns[2] = _mm_add_ps(Left.Columns[2], Right.Columns[2]); Result.Rows[2] = _mm_add_ps(Left.Rows[2], Right.Rows[2]);
Result.Columns[3] = _mm_add_ps(Left.Columns[3], Right.Columns[3]); Result.Rows[3] = _mm_add_ps(Left.Rows[3], Right.Rows[3]);
return (Result); return (Result);
} }
@@ -1207,10 +1196,10 @@ HMM_INLINE hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
{ {
hmm_mat4 Result; hmm_mat4 Result;
Result.Columns[0] = _mm_sub_ps(Left.Columns[0], Right.Columns[0]); Result.Rows[0] = _mm_sub_ps(Left.Rows[0], Right.Rows[0]);
Result.Columns[1] = _mm_sub_ps(Left.Columns[1], Right.Columns[1]); Result.Rows[1] = _mm_sub_ps(Left.Rows[1], Right.Rows[1]);
Result.Columns[2] = _mm_sub_ps(Left.Columns[2], Right.Columns[2]); Result.Rows[2] = _mm_sub_ps(Left.Rows[2], Right.Rows[2]);
Result.Columns[3] = _mm_sub_ps(Left.Columns[3], Right.Columns[3]); Result.Rows[3] = _mm_sub_ps(Left.Rows[3], Right.Rows[3]);
return (Result); return (Result);
} }
@@ -1226,10 +1215,10 @@ HMM_INLINE hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
hmm_mat4 Result; hmm_mat4 Result;
__m128 SSEScalar = _mm_set1_ps(Scalar); __m128 SSEScalar = _mm_set1_ps(Scalar);
Result.Columns[0] = _mm_mul_ps(Matrix.Columns[0], SSEScalar); Result.Rows[0] = _mm_mul_ps(Matrix.Rows[0], SSEScalar);
Result.Columns[1] = _mm_mul_ps(Matrix.Columns[1], SSEScalar); Result.Rows[1] = _mm_mul_ps(Matrix.Rows[1], SSEScalar);
Result.Columns[2] = _mm_mul_ps(Matrix.Columns[2], SSEScalar); Result.Rows[2] = _mm_mul_ps(Matrix.Rows[2], SSEScalar);
Result.Columns[3] = _mm_mul_ps(Matrix.Columns[3], SSEScalar); Result.Rows[3] = _mm_mul_ps(Matrix.Rows[3], SSEScalar);
return (Result); return (Result);
} }
@@ -1245,10 +1234,10 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
hmm_mat4 Result; hmm_mat4 Result;
__m128 SSEScalar = _mm_set1_ps(Scalar); __m128 SSEScalar = _mm_set1_ps(Scalar);
Result.Columns[0] = _mm_div_ps(Matrix.Columns[0], SSEScalar); Result.Rows[0] = _mm_div_ps(Matrix.Rows[0], SSEScalar);
Result.Columns[1] = _mm_div_ps(Matrix.Columns[1], SSEScalar); Result.Rows[1] = _mm_div_ps(Matrix.Rows[1], SSEScalar);
Result.Columns[2] = _mm_div_ps(Matrix.Columns[2], SSEScalar); Result.Rows[2] = _mm_div_ps(Matrix.Rows[2], SSEScalar);
Result.Columns[3] = _mm_div_ps(Matrix.Columns[3], SSEScalar); Result.Rows[3] = _mm_div_ps(Matrix.Rows[3], SSEScalar);
return (Result); return (Result);
} }
@@ -1256,6 +1245,8 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
HMM_EXTERN hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar); HMM_EXTERN hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar);
#endif #endif
HMM_EXTERN hmm_quaternion HMM_Mat4ToQuaternion(hmm_mat4 Matrix);
/* /*
* Common graphics transformations * Common graphics transformations
@@ -2263,10 +2254,10 @@ hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
#ifdef HANDMADE_MATH__USE_SSE #ifdef HANDMADE_MATH__USE_SSE
Result.Columns[0] = HMM_LinearCombineSSE(Right.Columns[0], Left); Result.Rows[0] = HMM_LinearCombineSSE(Right.Rows[0], Left);
Result.Columns[1] = HMM_LinearCombineSSE(Right.Columns[1], Left); Result.Rows[1] = HMM_LinearCombineSSE(Right.Rows[1], Left);
Result.Columns[2] = HMM_LinearCombineSSE(Right.Columns[2], Left); Result.Rows[2] = HMM_LinearCombineSSE(Right.Rows[2], Left);
Result.Columns[3] = HMM_LinearCombineSSE(Right.Columns[3], Left); Result.Rows[3] = HMM_LinearCombineSSE(Right.Rows[3], Left);
#else #else
int Columns; int Columns;
@@ -2351,6 +2342,42 @@ hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
} }
#endif #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 HMM_Rotate(float Angle, hmm_vec3 Axis)
{ {
hmm_mat4 Result = HMM_Mat4d(1.0f); hmm_mat4 Result = HMM_Mat4d(1.0f);

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@@ -10,8 +10,6 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
Version | Changes | Version | Changes |
----------------|----------------| ----------------|----------------|
**1.7.1** | Changed operator[] to take in a const ref int instead of a int. Simple mistake
**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.
**1.5.0** | Changed internal structure for better performance and inlining. As a result, `HANDMADE_MATH_NO_INLINE` has been removed and no longer has any effect. **1.5.0** | Changed internal structure for better performance and inlining. As a result, `HANDMADE_MATH_NO_INLINE` has been removed and no longer has any effect.

154
test/categories/MatrixOps.h Normal file
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@@ -0,0 +1,154 @@
#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);
}
}

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@@ -8,10 +8,10 @@ TEST(SSE, LinearCombine)
hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f); hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f);
hmm_mat4 Result; hmm_mat4 Result;
Result.Columns[0] = HMM_LinearCombineSSE(MatrixOne.Columns[0], MatrixTwo); Result.Rows[0] = HMM_LinearCombineSSE(MatrixOne.Rows[0], MatrixTwo);
Result.Columns[1] = HMM_LinearCombineSSE(MatrixOne.Columns[1], MatrixTwo); Result.Rows[1] = HMM_LinearCombineSSE(MatrixOne.Rows[1], MatrixTwo);
Result.Columns[2] = HMM_LinearCombineSSE(MatrixOne.Columns[2], MatrixTwo); Result.Rows[2] = HMM_LinearCombineSSE(MatrixOne.Rows[2], MatrixTwo);
Result.Columns[3] = HMM_LinearCombineSSE(MatrixOne.Columns[3], MatrixTwo); Result.Rows[3] = HMM_LinearCombineSSE(MatrixOne.Rows[3], MatrixTwo);
{ {
EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f); EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f);
@@ -24,11 +24,13 @@ TEST(SSE, LinearCombine)
EXPECT_FLOAT_EQ(Result.Elements[1][2], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[1][2], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[1][3], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[1][3], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][0], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[2][0], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][1], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[2][1], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f); EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f);
EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f);
EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f); EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f);

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@@ -178,43 +178,3 @@ TEST(VectorOps, DotVec4)
EXPECT_FLOAT_EQ(HMM_Dot(v1, v2), 70.0f); EXPECT_FLOAT_EQ(HMM_Dot(v1, v2), 70.0f);
#endif #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);
}

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