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quaternion
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v1.7.1
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5ca1d58b36 | ||
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5bf727dbd5 | ||
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295f6c476f |
104
HandmadeMath.h
104
HandmadeMath.h
@@ -1,5 +1,5 @@
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/*
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HandmadeMath.h v1.6.0
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HandmadeMath.h v1.7.1
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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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@@ -172,7 +172,12 @@
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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
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incur an extra function call in unoptimized builds.
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1.7.0
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(*) Renamed the 'Rows' member of hmm_mat4 to 'Columns'. Since our
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matrices are column-major, this should have been named 'Columns'
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from the start. 'Rows' is still present, but has been deprecated.
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1.7.1
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(*) Changed operator[] to take a const ref int instead of an int.
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LICENSE
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@@ -320,7 +325,7 @@ typedef union hmm_vec2
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float Elements[2];
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#ifdef __cplusplus
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inline float &operator[](int Index)
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inline float &operator[](const int &Index)
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{
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return Elements[Index];
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}
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@@ -371,7 +376,7 @@ typedef union hmm_vec3
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float Elements[3];
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#ifdef __cplusplus
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inline float &operator[](int Index)
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inline float &operator[](const int &Index)
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{
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return Elements[Index];
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}
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@@ -435,7 +440,7 @@ typedef union hmm_vec4
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#endif
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#ifdef __cplusplus
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inline float &operator[](int Index)
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inline float &operator[](const int &Index)
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{
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return Elements[Index];
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}
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@@ -447,11 +452,15 @@ typedef union hmm_mat4
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float Elements[4][4];
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 Columns[4];
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// DEPRECATED. Our matrices are column-major, so this was named
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// incorrectly. Use Columns instead.
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__m128 Rows[4];
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#endif
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#ifdef __cplusplus
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inline hmm_vec4 operator[](const int Index)
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inline hmm_vec4 operator[](const int &Index)
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{
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float* col = Elements[Index];
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@@ -481,17 +490,8 @@ typedef union hmm_quaternion
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float W;
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};
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struct
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{
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hmm_vec4 XYZW;
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};
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float Elements[4];
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#if HANDMADE_MATH__USE_SSE
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_m128 InternalElementsSSE;
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#endif
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} hmm_quaternion;
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typedef int32_t hmm_bool;
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@@ -1138,10 +1138,10 @@ HMM_INLINE hmm_vec4 HMM_NormalizeVec4(hmm_vec4 A)
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HMM_INLINE __m128 HMM_LinearCombineSSE(__m128 Left, hmm_mat4 Right)
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{
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__m128 Result;
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Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Rows[0]);
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55), Right.Rows[1]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa), Right.Rows[2]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Rows[3]));
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Result = _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x00), Right.Columns[0]);
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0x55), Right.Columns[1]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xaa), Right.Columns[2]));
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Result = _mm_add_ps(Result, _mm_mul_ps(_mm_shuffle_ps(Left, Left, 0xff), Right.Columns[3]));
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return (Result);
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}
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@@ -1176,7 +1176,7 @@ HMM_INLINE hmm_mat4 HMM_Transpose(hmm_mat4 Matrix)
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{
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hmm_mat4 Result = Matrix;
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_MM_TRANSPOSE4_PS(Result.Rows[0], Result.Rows[1], Result.Rows[2], Result.Rows[3]);
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_MM_TRANSPOSE4_PS(Result.Columns[0], Result.Columns[1], Result.Columns[2], Result.Columns[3]);
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return (Result);
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}
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@@ -1189,10 +1189,10 @@ HMM_INLINE hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right)
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{
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hmm_mat4 Result;
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Result.Rows[0] = _mm_add_ps(Left.Rows[0], Right.Rows[0]);
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Result.Rows[1] = _mm_add_ps(Left.Rows[1], Right.Rows[1]);
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Result.Rows[2] = _mm_add_ps(Left.Rows[2], Right.Rows[2]);
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Result.Rows[3] = _mm_add_ps(Left.Rows[3], Right.Rows[3]);
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Result.Columns[0] = _mm_add_ps(Left.Columns[0], Right.Columns[0]);
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Result.Columns[1] = _mm_add_ps(Left.Columns[1], Right.Columns[1]);
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Result.Columns[2] = _mm_add_ps(Left.Columns[2], Right.Columns[2]);
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Result.Columns[3] = _mm_add_ps(Left.Columns[3], Right.Columns[3]);
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return (Result);
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}
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@@ -1205,10 +1205,10 @@ HMM_INLINE hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right)
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{
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hmm_mat4 Result;
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Result.Rows[0] = _mm_sub_ps(Left.Rows[0], Right.Rows[0]);
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Result.Rows[1] = _mm_sub_ps(Left.Rows[1], Right.Rows[1]);
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Result.Rows[2] = _mm_sub_ps(Left.Rows[2], Right.Rows[2]);
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Result.Rows[3] = _mm_sub_ps(Left.Rows[3], Right.Rows[3]);
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Result.Columns[0] = _mm_sub_ps(Left.Columns[0], Right.Columns[0]);
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Result.Columns[1] = _mm_sub_ps(Left.Columns[1], Right.Columns[1]);
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Result.Columns[2] = _mm_sub_ps(Left.Columns[2], Right.Columns[2]);
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Result.Columns[3] = _mm_sub_ps(Left.Columns[3], Right.Columns[3]);
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return (Result);
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}
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@@ -1224,10 +1224,10 @@ HMM_INLINE hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar)
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hmm_mat4 Result;
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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Result.Rows[0] = _mm_mul_ps(Matrix.Rows[0], SSEScalar);
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Result.Rows[1] = _mm_mul_ps(Matrix.Rows[1], SSEScalar);
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Result.Rows[2] = _mm_mul_ps(Matrix.Rows[2], SSEScalar);
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Result.Rows[3] = _mm_mul_ps(Matrix.Rows[3], SSEScalar);
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Result.Columns[0] = _mm_mul_ps(Matrix.Columns[0], SSEScalar);
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Result.Columns[1] = _mm_mul_ps(Matrix.Columns[1], SSEScalar);
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Result.Columns[2] = _mm_mul_ps(Matrix.Columns[2], SSEScalar);
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Result.Columns[3] = _mm_mul_ps(Matrix.Columns[3], SSEScalar);
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return (Result);
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}
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@@ -1243,10 +1243,10 @@ HMM_INLINE hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar)
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hmm_mat4 Result;
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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Result.Rows[0] = _mm_div_ps(Matrix.Rows[0], SSEScalar);
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Result.Rows[1] = _mm_div_ps(Matrix.Rows[1], SSEScalar);
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Result.Rows[2] = _mm_div_ps(Matrix.Rows[2], SSEScalar);
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Result.Rows[3] = _mm_div_ps(Matrix.Rows[3], SSEScalar);
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Result.Columns[0] = _mm_div_ps(Matrix.Columns[0], SSEScalar);
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Result.Columns[1] = _mm_div_ps(Matrix.Columns[1], SSEScalar);
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Result.Columns[2] = _mm_div_ps(Matrix.Columns[2], SSEScalar);
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Result.Columns[3] = _mm_div_ps(Matrix.Columns[3], SSEScalar);
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return (Result);
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}
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@@ -1326,14 +1326,11 @@ HMM_INLINE hmm_quaternion HMM_Quaternion(float X, float Y, float Z, float W)
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{
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hmm_quaternion Result;
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#if HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_setr_ps(X, Y, Z, W);
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#else
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Result.X = X;
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Result.Y = Y;
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Result.Z = Z;
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Result.W = W;
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#endif
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return (Result);
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}
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@@ -1341,15 +1338,11 @@ HMM_INLINE hmm_quaternion HMM_QuaternionV4(hmm_vec4 Vector)
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{
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hmm_quaternion Result;
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#if HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_setr_ps(Vector.X, Vector.Y, Vector.Z, Vector.W);
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#else
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Result.X = Vector.X;
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Result.Y = Vector.Y;
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Result.Z = Vector.Z;
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Result.W = Vector.W;
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#endif
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Result.W = Vector.W;
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return (Result);
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}
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@@ -1357,14 +1350,11 @@ HMM_INLINE hmm_quaternion HMM_AddQuaternion(hmm_quaternion Left, hmm_quaternion
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{
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hmm_quaternion Result;
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#if HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_add_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
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#else
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Result.X = Left.X + Right.X;
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Result.Y = Left.Y + Right.Y;
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Result.Z = Left.Z + Right.Z;
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Result.W = Left.W + Right.W;
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#endif
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return (Result);
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}
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@@ -1372,15 +1362,11 @@ HMM_INLINE hmm_quaternion HMM_SubtractQuaternion(hmm_quaternion Left, hmm_quater
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{
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hmm_quaternion Result;
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#if HANDMADE_MATH__USE_SSE
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Result.InternalElementsSSE = _mm_sub_ps(Left.InternalElementsSSE, Right.InternalElementsSSE);
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#else
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Result.X = Left.X - Right.X;
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Result.Y = Left.Y - Right.Y;
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Result.Z = Left.Z - Right.Z;
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Result.W = Left.W - Right.W;
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#endif
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return (Result);
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}
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@@ -2275,10 +2261,10 @@ hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right)
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#ifdef HANDMADE_MATH__USE_SSE
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Result.Rows[0] = HMM_LinearCombineSSE(Right.Rows[0], Left);
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Result.Rows[1] = HMM_LinearCombineSSE(Right.Rows[1], Left);
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Result.Rows[2] = HMM_LinearCombineSSE(Right.Rows[2], Left);
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Result.Rows[3] = HMM_LinearCombineSSE(Right.Rows[3], Left);
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Result.Columns[0] = HMM_LinearCombineSSE(Right.Columns[0], Left);
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Result.Columns[1] = HMM_LinearCombineSSE(Right.Columns[1], Left);
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Result.Columns[2] = HMM_LinearCombineSSE(Right.Columns[2], Left);
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Result.Columns[3] = HMM_LinearCombineSSE(Right.Columns[3], Left);
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#else
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int Columns;
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@@ -10,6 +10,8 @@ To get started, go download [the latest release](https://github.com/HandmadeMath
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Version | Changes |
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----------------|----------------|
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**1.7.1** | Changed operator[] to take a const ref int instead of an int.
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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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**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.
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**1.5.1** | Fixed a bug with uninitialized elements in HMM_LookAt.
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**1.5.0** | Changed internal structure for better performance and inlining. As a result, `HANDMADE_MATH_NO_INLINE` has been removed and no longer has any effect.
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@@ -8,10 +8,10 @@ TEST(SSE, LinearCombine)
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hmm_mat4 MatrixTwo = HMM_Mat4d(4.0f);
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hmm_mat4 Result;
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Result.Rows[0] = HMM_LinearCombineSSE(MatrixOne.Rows[0], MatrixTwo);
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Result.Rows[1] = HMM_LinearCombineSSE(MatrixOne.Rows[1], MatrixTwo);
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Result.Rows[2] = HMM_LinearCombineSSE(MatrixOne.Rows[2], MatrixTwo);
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Result.Rows[3] = HMM_LinearCombineSSE(MatrixOne.Rows[3], MatrixTwo);
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Result.Columns[0] = HMM_LinearCombineSSE(MatrixOne.Columns[0], MatrixTwo);
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Result.Columns[1] = HMM_LinearCombineSSE(MatrixOne.Columns[1], MatrixTwo);
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Result.Columns[2] = HMM_LinearCombineSSE(MatrixOne.Columns[2], MatrixTwo);
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Result.Columns[3] = HMM_LinearCombineSSE(MatrixOne.Columns[3], MatrixTwo);
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{
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EXPECT_FLOAT_EQ(Result.Elements[0][0], 8.0f);
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@@ -23,14 +23,12 @@ TEST(SSE, LinearCombine)
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EXPECT_FLOAT_EQ(Result.Elements[1][1], 8.0f);
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EXPECT_FLOAT_EQ(Result.Elements[1][2], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[1][3], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][0], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][1], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][2], 8.0f);
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EXPECT_FLOAT_EQ(Result.Elements[2][3], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[3][0], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[3][1], 0.0f);
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EXPECT_FLOAT_EQ(Result.Elements[3][2], 0.0f);
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