/* HandmadeMath.h v0.5.2 This is a single header file with a bunch of useful functions for basic game math operations. ========================================================================== You MUST #define HANDMADE_MATH_IMPLEMENTATION in EXACTLY one C or C++ file that includes this header, BEFORE the include, like this: #define HANDMADE_MATH_IMPLEMENTATION #include "HandmadeMath.h" All other files should just #include "HandmadeMath.h" without the #define. ========================================================================== For overloaded and operator overloaded versions of the base C functions, you MUST #define HANDMADE_MATH_CPP_MODE in EXACTLY one C or C++ file that includes this header, BEFORE the include, like this: #define HANDMADE_MATH_IMPLEMENTATION #define HANDMADE_MATH_CPP_MODE #include "HandmadeMath.h" All other files should just #include "HandmadeMath.h" without the #define. ========================================================================== To disable SSE intrinsics, you MUST #define HANDMADE_MATH_NO_SSE in EXACTLY one C or C++ file that includes this header, BEFORE the include, like this: #define HANDMADE_MATH_IMPLEMENTATION #define HANDMADE_MATH_CPP_MODE #define HANDMADE_MATH_NO_SSE #include "HandmadeMath.h" or #define HANDMADE_MATH_IMPLEMENTATION #define HANDMADE_MATH_NO_SSE #include "HandmadeMath.h" ========================================================================== To disable inlining functions, you MUST #define HANDMADE_MATH_NO_INLINE in EXACTLY one C or C++ file that includes this header, BEFORE the include, like this: #define HANDMADE_MATH_IMPLEMENTATION #define HANDMADE_MATH_CPP_MODE #define HANDMADE_MATH_NO_INLINE #include "HandmadeMath.h" All other files should just #include "HandmadeMath.h" without the #define. ========================================================================== To Disable the CRT, you MUST #define HMM_SINF MySinF #define HMM_COSF MyCosF #define HMM_TANF MyTanF Provide your own implementations of SinF, CosF, and TanF in EXACTLY one C or C++ file that includes this header, BEFORE the include, like this: #define HMM_SINF MySinF #define HMM_COSF MyCosF #define HMM_TANF MyTanF #define HANDMADE_MATH_IMPLEMENTATION #define HANDMADE_MATH_CPP_MODE #include "HandmadeMath.h" If you do not define all three of these, HandmadeMath.h will use the versions of these functions that are provided by the CRT. ========================================================================== 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 LICENSE This software is in the public domain. Where that dedication is not recognized, you are granted a perpetual, irrevocable license to copy, distribute, and modify this file as you see fit. CREDITS Written by Zakary Strange (zak@handmade.network && @strangezak) Functionality: Matt Mascarenhas (@miblo_) Aleph FieryDrake (@fierydrake) Gingerbill (@TheGingerBill) Ben Visness (@bvisness) Fixes: Jeroen van Rijn (@J_vanRijn) Kiljacken (@Kiljacken) Insofaras (@insofaras) */ // NOTE(zak): I think this is the include for SSE 2 on // MacOS, Windows, and Linux if im wrong just open up // a issue and tell me, or submit a pull request // with the fix. #include #ifndef HANDMADE_MATH_H #define HANDMADE_MATH_H #ifdef _MSC_VER #pragma warning(disable:4201) #endif #ifdef __cplusplus extern "C" { #endif #ifdef HANDMADEMATH_STATIC #define HMMDEF static #else #define HMMDEF extern #endif #ifdef HANDMADE_MATH_NO_INLINE #define HINLINE #elif _MSC_VER && !__INTEL_COMPILER #define HINLINE __inline #else #define HINLINE inline #endif #if !defined(HMM_SINF) || !defined(HMM_COSF) || !defined(HMM_TANF) #include #endif #ifndef HMM_SINF #define HMM_SINF sinf #endif #ifndef HMM_COSF #define HMM_COSF cosf #endif #ifndef HMM_TANF #define HMM_TANF tanf #endif #define HMM_PI32 3.14159265359f #define HMM_PI 3.14159265358979323846 #define HMM_MIN(a, b) (a) > (b) ? (b) : (a) #define HMM_MAX(a, b) (a) < (b) ? (b) : (a) #define HMN_ABS(a) (a) < 0 ? -(a) : (a) #define HMM_MOD(a, m) ((a) % (m)) >= 0 ? ((a) % (m)) : (((a) % (m)) + (m)) #define HMM_SQUARE(x) ((x) * (x)) typedef union hmm_vec2 { struct { float X, Y; }; struct { float U, V; }; struct { float Left, Right; }; float Elements[2]; } hmm_vec2; typedef union hmm_vec3 { struct { float X, Y, Z; }; struct { float U, V, W; }; struct { float R, G, B; }; struct { hmm_vec2 XY; float Ignored0_; }; struct { float Ignored1_; hmm_vec2 YZ; }; struct { hmm_vec2 UV; float Ignored2_; }; struct { float Ignored3_; hmm_vec2 VW; }; float Elements[3]; } hmm_vec3; typedef union hmm_vec4 { struct { union { hmm_vec3 XYZ; struct { float X, Y, Z; }; }; float W; }; struct { union { hmm_vec3 RGB; struct { float R, G, B; }; }; float A; }; struct { hmm_vec2 XY; float Ignored0_; float Ignored1_; }; struct { float Ignored2_; hmm_vec2 YZ; float Ignored3_; }; struct { float Ignored4_; float Ignored5_; hmm_vec2 ZW; }; float Elements[4]; } hmm_vec4; typedef union hmm_mat4 { float Elements[4][4]; } hmm_mat4; typedef hmm_vec2 hmm_v2; typedef hmm_vec3 hmm_v3; typedef hmm_vec4 hmm_v4; typedef hmm_mat4 hmm_m4; HMMDEF float HMM_SinF(float Angle); HMMDEF float HMM_TanF(float Angle); HMMDEF float HMM_CosF(float Angle); HMMDEF float HMM_SqrtF(float Angle); HMMDEF float HMM_ToRadians(float Degrees); HMMDEF float HMM_Inner(hmm_vec3 A, hmm_vec3 B); HMMDEF float HMM_SquareRoot(float Float); HMMDEF float HMM_LengthSquareRoot(hmm_vec3 A); HMMDEF float HMM_FastInverseSquareRoot(float Number); HMMDEF float HMM_Length(hmm_vec3 A); HMMDEF float HMM_Power(float Base, int Exponent); HMMDEF float HMM_Clamp(float Min, float Value, float Max); HMMDEF hmm_vec3 HMM_Normalize(hmm_vec3 A); HMMDEF hmm_vec3 HMM_Cross(hmm_vec3 VecOne, hmm_vec3 VecTwo); HMMDEF float HMM_Dot(hmm_vec3 VecOne, hmm_vec3 VecTwo); HMMDEF hmm_vec2 HMM_Vec2i(int X, int Y); HMMDEF hmm_vec2 HMM_Vec2(float X, float Y); HMMDEF hmm_vec3 HMM_Vec3(float X, float Y, float Z); HMMDEF hmm_vec3 HMM_Vec3i(int X, int Y, int Z); HMMDEF hmm_vec4 HMM_Vec4(float X, float Y, float Z, float W); HMMDEF hmm_vec4 HMM_Vec4i(int X, int Y, int Z, int W); HMMDEF hmm_vec4 HMM_Vec4v(hmm_vec3 Vector, float W); HMMDEF hmm_vec2 HMM_AddVec2(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec3 HMM_AddVec3(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec4 HMM_AddVec4(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_vec2 HMM_SubtractVec2(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec3 HMM_SubtractVec3(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec4 HMM_SubtractVec4(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_vec2 HMM_MultiplyVec2(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec2 HMM_MultiplyVec2f(hmm_vec2 Left, float Right); HMMDEF hmm_vec3 HMM_MultiplyVec3(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec3 HMM_MultiplyVec3f(hmm_vec3 Left, float Right); HMMDEF hmm_vec4 HMM_MultiplyVec4(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_vec4 HMM_MultiplyVec4f(hmm_vec4 Left, float Right); HMMDEF hmm_vec2 HMM_DivideVec2(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec2 HMM_DivideVec2f(hmm_vec2 Left, float Right); HMMDEF hmm_vec3 HMM_DivideVec3(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec3 HMM_DivideVec3f(hmm_vec3 Left, float Right); HMMDEF hmm_vec4 HMM_DivideVec4(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_vec4 HMM_DivideVec4f(hmm_vec4 Left, float Right); HMMDEF hmm_mat4 HMM_Mat4(void); HMMDEF hmm_mat4 HMM_Mat4d(float Diagonal); HMMDEF hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right); HMMDEF hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right); HMMDEF hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right); HMMDEF hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar); HMMDEF hmm_vec4 HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector); HMMDEF hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar); HMMDEF hmm_mat4 HMM_Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far); HMMDEF hmm_mat4 HMM_Perspective(float FOV, float AspectRatio, float Near, float Far); HMMDEF hmm_mat4 HMM_Translate(hmm_vec3 Translation); HMMDEF hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis); HMMDEF hmm_mat4 HMM_Scale(hmm_vec3 Scale); HMMDEF hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up); #ifdef __cplusplus } #endif #ifdef HANDMADE_MATH_CPP_MODE HMMDEF hmm_vec2 HMM_Add(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec3 HMM_Add(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec4 HMM_Add(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_mat4 HMM_Add(hmm_mat4 Left, hmm_mat4 Right); HMMDEF hmm_vec2 HMM_Subtract(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec3 HMM_Subtract(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec4 HMM_Subtract(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_mat4 HMM_Subtract(hmm_mat4 Left, hmm_mat4 Right); HMMDEF hmm_vec2 HMM_Multiply(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec2 HMM_Multiply(hmm_vec2 Left, float Right); HMMDEF hmm_vec3 HMM_Multiply(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec3 HMM_Multiply(hmm_vec3 Left, float Right); HMMDEF hmm_vec4 HMM_Multiply(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_vec4 HMM_Multiply(hmm_vec4 Left, float Right); HMMDEF hmm_mat4 HMM_Multiply(hmm_mat4 Left, hmm_mat4 Right); HMMDEF hmm_mat4 HMM_Multiply(hmm_mat4 Left, float Right); HMMDEF hmm_vec4 HMM_Multiply(hmm_mat4 Matrix, hmm_vec4 Vector); HMMDEF hmm_vec2 HMM_Divide(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec2 HMM_Divide(hmm_vec2 Left, float Right); HMMDEF hmm_vec3 HMM_Divide(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec3 HMM_Divide(hmm_vec3 Left, float Right); HMMDEF hmm_vec4 HMM_Divide(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_vec4 HMM_Divide(hmm_vec4 Left, float Right); HMMDEF hmm_mat4 HMM_Divide(hmm_mat4 Left, float Right); HMMDEF hmm_vec2 operator+(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec3 operator+(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec4 operator+(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_mat4 operator+(hmm_mat4 Left, hmm_mat4 Right); HMMDEF hmm_vec2 operator-(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec3 operator-(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec4 operator-(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_mat4 operator-(hmm_mat4 Left, hmm_mat4 Right); HMMDEF hmm_vec2 operator*(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec3 operator*(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec4 operator*(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_mat4 operator*(hmm_mat4 Left, hmm_mat4 Right); HMMDEF hmm_vec2 operator*(hmm_vec2 Left, float Right); HMMDEF hmm_vec3 operator*(hmm_vec3 Left, float Right); HMMDEF hmm_vec4 operator*(hmm_vec4 Left, float Right); HMMDEF hmm_mat4 operator*(hmm_mat4 Left, float Right); HMMDEF hmm_vec2 operator*(float Left, hmm_vec2 Right); HMMDEF hmm_vec3 operator*(float Left, hmm_vec3 Right); HMMDEF hmm_vec4 operator*(float Left, hmm_vec4 Right); HMMDEF hmm_mat4 operator*(float Left, hmm_mat4 Right); HMMDEF hmm_vec4 operator*(hmm_mat4 Matrix, hmm_vec4 Vector); HMMDEF hmm_vec2 operator/(hmm_vec2 Left, hmm_vec2 Right); HMMDEF hmm_vec3 operator/(hmm_vec3 Left, hmm_vec3 Right); HMMDEF hmm_vec4 operator/(hmm_vec4 Left, hmm_vec4 Right); HMMDEF hmm_vec2 operator/(hmm_vec2 Left, float Right); HMMDEF hmm_vec3 operator/(hmm_vec3 Left, float Right); HMMDEF hmm_vec4 operator/(hmm_vec4 Left, float Right); HMMDEF hmm_mat4 operator/(hmm_mat4 Left, float Right); HMMDEF hmm_vec2 & operator+=(hmm_vec2 &Left, hmm_vec2 Right); HMMDEF hmm_vec3 & operator+=(hmm_vec3 &Left, hmm_vec3 Right); HMMDEF hmm_vec4 & operator+=(hmm_vec4 &Left, hmm_vec4 Right); HMMDEF hmm_mat4 & operator+=(hmm_mat4 &Left, hmm_mat4 Right); HMMDEF hmm_vec2 & operator-=(hmm_vec2 &Left, hmm_vec2 Right); HMMDEF hmm_vec3 & operator-=(hmm_vec3 &Left, hmm_vec3 Right); HMMDEF hmm_vec4 & operator-=(hmm_vec4 &Left, hmm_vec4 Right); HMMDEF hmm_mat4 & operator-=(hmm_mat4 &Left, hmm_mat4 Right); HMMDEF hmm_vec2 & operator*=(hmm_vec2 &Left, hmm_vec2 Right); HMMDEF hmm_vec3 & operator*=(hmm_vec3 &Left, hmm_vec3 Right); HMMDEF hmm_vec4 & operator*=(hmm_vec4 &Left, hmm_vec4 Right); HMMDEF hmm_vec2 & operator*=(hmm_vec2 &Left, float Right); HMMDEF hmm_vec3 & operator*=(hmm_vec3 &Left, float Right); HMMDEF hmm_vec4 & operator*=(hmm_vec4 &Left, float Right); HMMDEF hmm_mat4 & operator*=(hmm_mat4 &Left, float Right); HMMDEF hmm_vec2 & operator/=(hmm_vec2 &Left, hmm_vec2 Right); HMMDEF hmm_vec3 & operator/=(hmm_vec3 &Left, hmm_vec3 Right); HMMDEF hmm_vec4 & operator/=(hmm_vec4 &Left, hmm_vec4 Right); HMMDEF hmm_vec2 & operator/=(hmm_vec2 &Left, float Right); HMMDEF hmm_vec3 & operator/=(hmm_vec3 &Left, float Right); HMMDEF hmm_vec4 & operator/=(hmm_vec4 &Left, float Right); HMMDEF hmm_mat4 & operator/=(hmm_mat4 &Left, float Right); #endif /* HANDMADE_MATH_CPP */ #endif /* HANDMADE_MATH_H */ #ifdef HANDMADE_MATH_IMPLEMENTATION HINLINE float HMM_SinF(float Angle) { float Result = 0; Result = HMM_SINF(Angle); return (Result); } HINLINE float HMM_CosF(float Angle) { float Result = 0; Result = HMM_COSF(Angle); return (Result); } HINLINE float HMM_TanF(float Radians) { float Result = 0; Result = HMM_TANF(Radians); return (Result); } HINLINE float HMM_SqrtF(float Value) { float Result = 0; #ifdef HANDMADE_MATH_NO_SSE Result = sqrtf(Value); #else __m128 In = _mm_set_ss(Value); __m128 Out = _mm_sqrt_ss(In); Result = _mm_cvtss_f32(Out); #endif return(Result); } HINLINE float HMM_RSqrtF(float Value) { float Result = 0; #ifdef HANDMADE_MATH_NO_SSE Result = 1.0f/HMM_SqrtF(Value); #else __m128 In = _mm_set_ss(Value); __m128 Out = _mm_rsqrt_ss(In); Result = _mm_cvtss_f32(Out); #endif return(Result); } HINLINE float HMM_ToRadians(float Degrees) { float Result = 0; Result = Degrees * (HMM_PI32 / 180.0f); return (Result); } HINLINE float HMM_Inner(hmm_vec3 A, hmm_vec3 B) { float Result = 0; Result = A.X * B.X + A.Y * B.Y + A.Z * B.Z; return (Result); } HINLINE float HMM_LengthSquareRoot(hmm_vec3 A) { float Result = 0; Result = HMM_Inner(A, A); return (Result); } HINLINE float HMM_Length(hmm_vec3 A) { float Result = 0; Result = HMM_SqrtF(HMM_LengthSquareRoot(A)); return (Result); } HINLINE float HMM_Power(float Base, int Exponent) { float Result = 1.0f; float Mul = Exponent < 0 ? 1.f / Base : Base; unsigned int X = Exponent < 0 ? -Exponent : Exponent; while (X) { if (X & 1) { Result *= Mul; } Mul *= Mul; X >>= 1; } return (Result); } HINLINE float HMM_Lerp(float A, float Time, float B) { float Result = 0; Result = (1.0f - Time) * A + Time * B; return (Result); } HINLINE float HMM_Clamp(float Min, float Value, float Max) { float Result = Value; if(Result < Min) { Result = Min; } else if(Result > Max) { Result = Max; } return (Result); } HINLINE hmm_vec3 HMM_Normalize(hmm_vec3 A) { hmm_vec3 Result = {0}; Result.X = A.X * (1.0f / HMM_Length(A)); Result.Y = A.Y * (1.0f / HMM_Length(A)); Result.Z = A.Z * (1.0f / HMM_Length(A)); return (Result); } HINLINE hmm_vec3 HMM_Cross(hmm_vec3 VecOne, hmm_vec3 VecTwo) { hmm_vec3 Result = {0}; Result.X = (VecOne.Y * VecTwo.Z) - (VecOne.Z * VecTwo.Y); Result.Y = (VecOne.Z * VecTwo.X) - (VecOne.X * VecTwo.Z); Result.Z = (VecOne.X * VecTwo.Y) - (VecOne.Y * VecTwo.X); return (Result); } HINLINE float HMM_Dot(hmm_vec3 VecOne, hmm_vec3 VecTwo) { float Result = 0; Result = (VecOne.X * VecTwo.X) + (VecOne.Y * VecTwo.Y) + (VecOne.Z * VecTwo.Z); return (Result); } HINLINE hmm_vec2 HMM_Vec2(float X, float Y) { hmm_vec2 Result = {0}; Result.X = X; Result.Y = Y; return (Result); } HINLINE hmm_vec2 HMM_Vec2i(int X, int Y) { hmm_vec2 Result = {0}; Result.X = (float)X; Result.Y = (float)Y; return (Result); } HINLINE hmm_vec3 HMM_Vec3(float X, float Y, float Z) { hmm_vec3 Result = {0}; Result.X = X; Result.Y = Y; Result.Z = Z; return (Result); } HINLINE hmm_vec3 HMM_Vec3i(int X, int Y, int Z) { hmm_vec3 Result = {0}; Result.X = (float)X; Result.Y = (float)Y; Result.Z = (float)Z; return (Result); } HINLINE hmm_vec4 HMM_Vec4(float X, float Y, float Z, float W) { hmm_vec4 Result = {0}; Result.X = X; Result.Y = Y; Result.Z = Z; Result.W = W; return (Result); } HINLINE hmm_vec4 HMM_Vec4i(int X, int Y, int Z, int W) { hmm_vec4 Result = {0}; Result.X = (float)X; Result.Y = (float)Y; Result.Z = (float)Z; Result.W = (float)W; return (Result); } HINLINE hmm_vec4 HMM_Vec4v(hmm_vec3 Vector, float W) { hmm_vec4 Result = {0}; Result.XYZ = Vector; Result.W = W; return (Result); } HINLINE hmm_vec2 HMM_AddVec2(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result.X = Left.X + Right.X; Result.Y = Left.Y + Right.Y; return (Result); } HINLINE hmm_vec3 HMM_AddVec3(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result.X = Left.X + Right.X; Result.Y = Left.Y + Right.Y; Result.Z = Left.Z + Right.Z; return (Result); } HINLINE hmm_vec4 HMM_AddVec4(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result.X = Left.X + Right.X; Result.Y = Left.Y + Right.Y; Result.Z = Left.Z + Right.Z; Result.W = Left.W + Right.W; return (Result); } HINLINE hmm_vec2 HMM_SubtractVec2(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result.X = Left.X - Right.X; Result.Y = Left.Y - Right.Y; return (Result); } HINLINE hmm_vec3 HMM_SubtractVec3(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result.X = Left.X - Right.X; Result.Y = Left.Y - Right.Y; Result.Z = Left.Z - Right.Z; return (Result); } HINLINE hmm_vec4 HMM_SubtractVec4(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result.X = Left.X - Right.X; Result.Y = Left.Y - Right.Y; Result.Z = Left.Z - Right.Z; Result.W = Left.W - Right.W; return (Result); } HINLINE hmm_vec2 HMM_MultiplyVec2(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result.X = Left.X * Right.X; Result.Y = Left.Y * Right.Y; return (Result); } HINLINE hmm_vec2 HMM_MultiplyVec2f(hmm_vec2 Left, float Right) { hmm_vec2 Result = {0}; Result.X = Left.X * Right; Result.Y = Left.Y * Right; return (Result); } HINLINE hmm_vec3 HMM_MultiplyVec3(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result.X = Left.X * Right.X; Result.Y = Left.Y * Right.Y; Result.Z = Left.Z * Right.Z; return (Result); } HINLINE hmm_vec3 HMM_MultiplyVec3f(hmm_vec3 Left, float Right) { hmm_vec3 Result = {0}; Result.X = Left.X * Right; Result.Y = Left.Y * Right; Result.Z = Left.Z * Right; return (Result); } HINLINE hmm_vec4 HMM_MultiplyVec4(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result.X = Left.X * Right.X; Result.Y = Left.Y * Right.Y; Result.Z = Left.Z * Right.Z; Result.W = Left.W * Right.W; return (Result); } HINLINE hmm_vec4 HMM_MultiplyVec4f(hmm_vec4 Left, float Right) { hmm_vec4 Result = {0}; Result.X = Left.X * Right; Result.Y = Left.Y * Right; Result.Z = Left.Z * Right; Result.W = Left.W * Right; return (Result); } HINLINE hmm_vec2 HMM_DivideVec2(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result.X = Left.X / Right.X; Result.Y = Left.Y / Right.Y; return (Result); } HINLINE hmm_vec2 HMM_DivideVec2f(hmm_vec2 Left, float Right) { hmm_vec2 Result = {0}; Result.X = Left.X / Right; Result.Y = Left.Y / Right; return (Result); } HINLINE hmm_vec3 HMM_DivideVec3(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result.X = Left.X / Right.X; Result.Y = Left.Y / Right.Y; Result.Z = Left.Z / Right.Z; return (Result); } HINLINE hmm_vec3 HMM_DivideVec3f(hmm_vec3 Left, float Right) { hmm_vec3 Result = {0}; Result.X = Left.X / Right; Result.Y = Left.Y / Right; Result.Z = Left.Z / Right; return (Result); } HINLINE hmm_vec4 HMM_DivideVec4(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result.X = Left.X / Right.X; Result.Y = Left.Y / Right.Y; Result.Z = Left.Z / Right.Z; Result.W = Left.W / Right.W; return (Result); } HINLINE hmm_vec4 HMM_DivideVec4f(hmm_vec4 Left, float Right) { hmm_vec4 Result = {0}; Result.X = Left.X / Right; Result.Y = Left.Y / Right; Result.Z = Left.Z / Right; Result.W = Left.W / Right; return (Result); } HINLINE hmm_mat4 HMM_Mat4() { hmm_mat4 Result = {0}; return (Result); } hmm_mat4 HMM_Mat4d(float Diagonal) { hmm_mat4 Result = HMM_Mat4(); Result.Elements[0][0] = Diagonal; Result.Elements[1][1] = Diagonal; Result.Elements[2][2] = Diagonal; Result.Elements[3][3] = Diagonal; return (Result); } HINLINE hmm_mat4 HMM_AddMat4(hmm_mat4 Left, hmm_mat4 Right) { hmm_mat4 Result = HMM_Mat4(); int Columns; for(Columns = 0; Columns < 4; ++Columns) { int Rows; for(Rows = 0; Rows < 4; ++Rows) { Result.Elements[Columns][Rows] = Left.Elements[Columns][Rows] + Right.Elements[Columns][Rows]; } } return (Result); } HINLINE hmm_mat4 HMM_SubtractMat4(hmm_mat4 Left, hmm_mat4 Right) { hmm_mat4 Result = HMM_Mat4(); int Columns; for(Columns = 0; Columns < 4; ++Columns) { int Rows; for(Rows = 0; Rows < 4; ++Rows) { Result.Elements[Columns][Rows] = Left.Elements[Columns][Rows] - Right.Elements[Columns][Rows]; } } return (Result); } hmm_mat4 HMM_MultiplyMat4(hmm_mat4 Left, hmm_mat4 Right) { hmm_mat4 Result = HMM_Mat4(); int Columns; for(Columns = 0; Columns < 4; ++Columns) { int Rows; for(Rows = 0; Rows < 4; ++Rows) { float Sum = 0; int CurrentMatrice; for(CurrentMatrice = 0; CurrentMatrice < 4; ++CurrentMatrice) { Sum += Left.Elements[CurrentMatrice][Rows] * Right.Elements[Columns][CurrentMatrice]; } Result.Elements[Columns][Rows] = Sum; } } return (Result); } hmm_mat4 HMM_MultiplyMat4f(hmm_mat4 Matrix, float Scalar) { hmm_mat4 Result = HMM_Mat4(); int Columns; for(Columns = 0; Columns < 4; ++Columns) { int Rows; for(Rows = 0; Rows < 4; ++Rows) { Result.Elements[Columns][Rows] = Matrix.Elements[Columns][Rows] * Scalar; } } return (Result); } hmm_vec4 HMM_MultiplyMat4ByVec4(hmm_mat4 Matrix, hmm_vec4 Vector) { hmm_vec4 Result = {0}; int Columns, Rows; for(Rows = 0; Rows < 4; ++Rows) { float Sum = 0; for(Columns = 0; Columns < 4; ++Columns) { Sum += Matrix.Elements[Columns][Rows] * Vector.Elements[Columns]; } Result.Elements[Rows] = Sum; } return (Result); } hmm_mat4 HMM_DivideMat4f(hmm_mat4 Matrix, float Scalar) { hmm_mat4 Result = HMM_Mat4(); int Columns; for(Columns = 0; Columns < 4; ++Columns) { int Rows; for(Rows = 0; Rows < 4; ++Rows) { Result.Elements[Columns][Rows] = Matrix.Elements[Columns][Rows] / Scalar; } } return (Result); } hmm_mat4 HMM_Orthographic(float Left, float Right, float Bottom, float Top, float Near, float Far) { hmm_mat4 Result = HMM_Mat4d(1.0f); Result.Elements[0][0] = 2.0f / (Right - Left); Result.Elements[1][1] = 2.0f / (Top - Bottom); Result.Elements[2][2] = 2.0f / (Near - Far); Result.Elements[3][0] = (Left + Right) / (Left - Right); Result.Elements[3][1] = (Bottom + Top) / (Bottom - Top); Result.Elements[3][2] = (Far + Near) / (Near - Far); return (Result); } hmm_mat4 HMM_Perspective(float FOV, float AspectRatio, float Near, float Far) { hmm_mat4 Result = HMM_Mat4d(1.0f); float TanThetaOver2 = HMM_TanF(FOV * (HMM_PI32 / 360.0f)); Result.Elements[0][0] = 1.0f / TanThetaOver2; Result.Elements[1][1] = AspectRatio / TanThetaOver2; Result.Elements[2][3] = -1.0f; Result.Elements[2][2] = (Near + Far) / (Near - Far); Result.Elements[3][2] = (2.0f * Near * Far) / (Near - Far); Result.Elements[3][3] = 0.0f; return (Result); } hmm_mat4 HMM_Translate(hmm_vec3 Translation) { hmm_mat4 Result = HMM_Mat4d(1.0f); Result.Elements[3][0] = Translation.X; Result.Elements[3][1] = Translation.Y; Result.Elements[3][2] = Translation.Z; return (Result); } hmm_mat4 HMM_Rotate(float Angle, hmm_vec3 Axis) { hmm_mat4 Result = HMM_Mat4d(1.0f); Axis = HMM_Normalize(Axis); float SinTheta = HMM_SinF(HMM_ToRadians(Angle)); float CosTheta = HMM_CosF(HMM_ToRadians(Angle)); float CosValue = 1.0f - CosTheta; Result.Elements[0][0] = (Axis.X * Axis.X * CosValue) + CosTheta; Result.Elements[0][1] = (Axis.X * Axis.Y * CosValue) + (Axis.Z * SinTheta); Result.Elements[0][2] = (Axis.X * Axis.Z * CosValue) - (Axis.Y * SinTheta); Result.Elements[1][0] = (Axis.Y * Axis.X * CosValue) - (Axis.Z * SinTheta); Result.Elements[1][1] = (Axis.Y * Axis.Y * CosValue) + CosTheta; Result.Elements[1][2] = (Axis.Y * Axis.Z * CosValue) + (Axis.X * SinTheta); Result.Elements[2][0] = (Axis.Z * Axis.X * CosValue) + (Axis.Y * SinTheta); Result.Elements[2][1] = (Axis.Z * Axis.Y * CosValue) - (Axis.X * SinTheta); Result.Elements[2][2] = (Axis.Z * Axis.Z * CosValue) + CosTheta; return (Result); } hmm_mat4 HMM_LookAt(hmm_vec3 Eye, hmm_vec3 Center, hmm_vec3 Up) { hmm_mat4 Result = {0}; hmm_vec3 F = HMM_Normalize(HMM_SubtractVec3(Center, Eye)); hmm_vec3 S = HMM_Normalize(HMM_Cross(F, Up)); hmm_vec3 U = HMM_Cross(S, F); Result.Elements[0][0] = S.X; Result.Elements[0][1] = U.X; Result.Elements[0][2] = -F.X; Result.Elements[1][0] = S.Y; Result.Elements[1][1] = U.Y; Result.Elements[1][2] = -F.Y; Result.Elements[2][0] = S.Z; Result.Elements[2][1] = U.Z; Result.Elements[2][2] = -F.Z; Result.Elements[3][0] = -HMM_Dot(S, Eye); Result.Elements[3][1] = -HMM_Dot(U, Eye); Result.Elements[3][2] = HMM_Dot(F, Eye); Result.Elements[3][3] = 1.0f; return (Result); } hmm_mat4 HMM_Scale(hmm_vec3 Scale) { hmm_mat4 Result = HMM_Mat4d(1.0f); Result.Elements[0][0] = Scale.X; Result.Elements[1][1] = Scale.Y; Result.Elements[2][2] = Scale.Z; return (Result); } #ifdef HANDMADE_MATH_CPP_MODE HINLINE hmm_vec2 HMM_Add(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result = HMM_AddVec2(Left, Right); return (Result); } HINLINE hmm_vec3 HMM_Add(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result = HMM_AddVec3(Left, Right); return (Result); } HMMDEF HINLINE hmm_vec4 HMM_Add(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result = HMM_AddVec4(Left, Right); return (Result); } HINLINE hmm_mat4 HMM_Add(hmm_mat4 Left, hmm_mat4 Right) { hmm_mat4 Result = {0}; Result = HMM_AddMat4(Left, Right); return (Result); } HINLINE hmm_vec2 HMM_Subtract(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result = HMM_SubtractVec2(Left, Right); return (Result); } HINLINE hmm_vec3 HMM_Subtract(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result = HMM_SubtractVec3(Left, Right); return (Result); } HINLINE hmm_vec4 HMM_Subtract(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result = HMM_SubtractVec4(Left, Right); return (Result); } HINLINE hmm_mat4 HMM_Subtract(hmm_mat4 Left, hmm_mat4 Right) { hmm_mat4 Result = {0}; Result = HMM_SubtractMat4(Left, Right); return (Result); } HINLINE hmm_vec2 HMM_Multiply(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result = HMM_MultiplyVec2(Left, Right); return (Result); } HINLINE hmm_vec2 HMM_Multiply(hmm_vec2 Left, float Right) { hmm_vec2 Result = {0}; Result = HMM_MultiplyVec2f(Left, Right); return (Result); } HINLINE hmm_vec3 HMM_Multiply(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result = HMM_MultiplyVec3(Left, Right); return (Result); } HINLINE hmm_vec3 HMM_Multiply(hmm_vec3 Left, float Right) { hmm_vec3 Result = {0}; Result = HMM_MultiplyVec3f(Left, Right); return (Result); } HINLINE hmm_vec4 HMM_Multiply(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result = HMM_MultiplyVec4(Left, Right); return (Result); } HINLINE hmm_vec4 HMM_Multiply(hmm_vec4 Left, float Right) { hmm_vec4 Result = {0}; Result = HMM_MultiplyVec4f(Left, Right); return (Result); } HINLINE hmm_mat4 HMM_Multiply(hmm_mat4 Left, hmm_mat4 Right) { hmm_mat4 Result = {0}; Result = HMM_MultiplyMat4(Left, Right); return (Result); } HINLINE hmm_mat4 HMM_Multiply(hmm_mat4 Left, float Right) { hmm_mat4 Result = {0}; Result = HMM_MultiplyMat4f(Left, Right); return (Result); } HINLINE hmm_vec4 HMM_Multiply(hmm_mat4 Matrix, hmm_vec4 Vector) { hmm_vec4 Result = {0}; Result = HMM_MultiplyMat4ByVec4(Matrix, Vector); return (Result); } HINLINE hmm_vec2 HMM_Divide(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result = HMM_DivideVec2(Left, Right); return (Result); } HINLINE hmm_vec2 HMM_Divide(hmm_vec2 Left, float Right) { hmm_vec2 Result = {0}; Result = HMM_DivideVec2f(Left, Right); return (Result); } HINLINE hmm_vec3 HMM_Divide(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result = HMM_DivideVec3(Left, Right); return (Result); } HINLINE hmm_vec3 HMM_Divide(hmm_vec3 Left, float Right) { hmm_vec3 Result = {0}; Result = HMM_DivideVec3f(Left, Right); return (Result); } HINLINE hmm_vec4 HMM_Divide(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result = HMM_DivideVec4(Left, Right); return (Result); } HINLINE hmm_vec4 HMM_Divide(hmm_vec4 Left, float Right) { hmm_vec4 Result = {0}; Result = HMM_DivideVec4f(Left, Right); return (Result); } HINLINE hmm_mat4 HMM_Divide(hmm_mat4 Left, float Right) { hmm_mat4 Result = {0}; Result = HMM_DivideMat4f(Left, Right); return (Result); } HINLINE hmm_vec2 operator+(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result = HMM_Add(Left, Right); return (Result); } HINLINE hmm_vec3 operator+(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result = HMM_Add(Left, Right); return (Result); } HINLINE hmm_vec4 operator+(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result = HMM_Add(Left, Right); return (Result); } HINLINE hmm_mat4 operator+(hmm_mat4 Left, hmm_mat4 Right) { hmm_mat4 Result = {0}; Result = HMM_Add(Left, Right); return (Result); } HINLINE hmm_vec2 operator-(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result = HMM_Subtract(Left, Right); return (Result); } HINLINE hmm_vec3 operator-(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result = HMM_Subtract(Left, Right); return (Result); } HINLINE hmm_vec4 operator-(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result = HMM_Subtract(Left, Right); return (Result); } HINLINE hmm_mat4 operator-(hmm_mat4 Left, hmm_mat4 Right) { hmm_mat4 Result = {0}; Result = HMM_Subtract(Left, Right); return (Result); } HINLINE hmm_vec2 operator*(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result = HMM_Multiply(Left, Right); return (Result); } HINLINE hmm_vec3 operator*(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result = HMM_Multiply(Left, Right); return (Result); } HINLINE hmm_vec4 operator*(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = HMM_Multiply(Left, Right); return (Result); } HINLINE hmm_vec2 operator*(hmm_vec2 Left, float Right) { hmm_vec2 Result = {0}; Result = HMM_Multiply(Left, Right); return (Result); } HINLINE hmm_vec3 operator*(hmm_vec3 Left, float Right) { hmm_vec3 Result = {0}; Result = HMM_Multiply(Left, Right); return (Result); } HINLINE hmm_vec4 operator*(hmm_vec4 Left, float Right) { hmm_vec4 Result = {0}; Result = HMM_Multiply(Left, Right); return (Result); } HINLINE hmm_mat4 operator*(hmm_mat4 Left, float Right) { hmm_mat4 Result = {0}; Result = HMM_Multiply(Left, Right); return (Result); } HINLINE hmm_vec2 operator*(float Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result = HMM_Multiply(Right, Left); return (Result); } HINLINE hmm_vec3 operator*(float Left, hmm_vec3 Right) { hmm_vec3 Result = {0}; Result = HMM_Multiply(Right, Left); return (Result); } HINLINE hmm_vec4 operator*(float Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result = HMM_Multiply(Right, Left); return (Result); } HINLINE hmm_mat4 operator*(float Left, hmm_mat4 Right) { hmm_mat4 Result = {0}; Result = HMM_Multiply(Right, Left); return (Result); } HINLINE hmm_mat4 operator*(hmm_mat4 Left, hmm_mat4 Right) { hmm_mat4 Result = {0}; Result = HMM_Multiply(Left, Right); return (Result); } HINLINE hmm_vec4 operator*(hmm_mat4 Matrix, hmm_vec4 Vector) { hmm_vec4 Result = {0}; Result = HMM_Multiply(Matrix, Vector); return (Result); } HINLINE hmm_vec2 operator/(hmm_vec2 Left, hmm_vec2 Right) { hmm_vec2 Result = {0}; Result = HMM_Divide(Left, Right); return (Result); } HINLINE hmm_vec3 operator/(hmm_vec3 Left, hmm_vec3 Right) { hmm_vec3 Result = HMM_Divide(Left, Right); return (Result); } HINLINE hmm_vec4 operator/(hmm_vec4 Left, hmm_vec4 Right) { hmm_vec4 Result = {0}; Result = HMM_Divide(Left, Right); return (Result); } HINLINE hmm_vec2 operator/(hmm_vec2 Left, float Right) { hmm_vec2 Result = {0}; Result = HMM_Divide(Left, Right); return (Result); } HINLINE hmm_vec3 operator/(hmm_vec3 Left, float Right) { hmm_vec3 Result = {0}; Result = HMM_Divide(Left, Right); return (Result); } HINLINE hmm_vec4 operator/(hmm_vec4 Left, float Right) { hmm_vec4 Result = {0}; Result = HMM_Divide(Left, Right); return (Result); } HINLINE hmm_mat4 operator/(hmm_mat4 Left, float Right) { hmm_mat4 Result = {0}; Result = HMM_Divide(Left, Right); return (Result); } HINLINE hmm_vec2 & operator+=(hmm_vec2 &Left, hmm_vec2 Right) { return (Left = Left + Right); } HINLINE hmm_vec3 & operator+=(hmm_vec3 &Left, hmm_vec3 Right) { return (Left = Left + Right); } HINLINE hmm_vec4 & operator+=(hmm_vec4 &Left, hmm_vec4 Right) { return (Left = Left + Right); } HINLINE hmm_mat4 & operator+=(hmm_mat4 &Left, hmm_mat4 Right) { return (Left = Left + Right); } HINLINE hmm_vec2 & operator-=(hmm_vec2 &Left, hmm_vec2 Right) { return (Left = Left - Right); } HINLINE hmm_vec3 & operator-=(hmm_vec3 &Left, hmm_vec3 Right) { return (Left = Left - Right); } HINLINE hmm_vec4 & operator-=(hmm_vec4 &Left, hmm_vec4 Right) { return (Left = Left - Right); } HINLINE hmm_mat4 & operator-=(hmm_mat4 &Left, hmm_mat4 Right) { return (Left = Left - Right); } HINLINE hmm_vec2 & operator/=(hmm_vec2 &Left, hmm_vec2 Right) { return (Left = Left / Right); } HINLINE hmm_vec3 & operator/=(hmm_vec3 &Left, hmm_vec3 Right) { return (Left = Left / Right); } HINLINE hmm_vec4 & operator/=(hmm_vec4 &Left, hmm_vec4 Right) { return (Left = Left / Right); } HINLINE hmm_vec2 & operator/=(hmm_vec2 &Left, float Right) { return (Left = Left / Right); } HINLINE hmm_vec3 & operator/=(hmm_vec3 &Left, float Right) { return (Left = Left / Right); } HINLINE hmm_vec4 & operator/=(hmm_vec4 &Left, float Right) { return (Left = Left / Right); } HINLINE hmm_mat4 & operator/=(hmm_mat4 &Left, float Right) { return (Left = Left / Right); } HINLINE hmm_vec2 & operator*=(hmm_vec2 &Left, hmm_vec2 Right) { return (Left = Left * Right); } HINLINE hmm_vec3 & operator*=(hmm_vec3 &Left, hmm_vec3 Right) { return (Left = Left * Right); } HINLINE hmm_vec4 & operator*=(hmm_vec4 &Left, hmm_vec4 Right) { return (Left = Left * Right); } HINLINE hmm_vec2 & operator*=(hmm_vec2 &Left, float Right) { return (Left = Left * Right); } HINLINE hmm_vec3 & operator*=(hmm_vec3 &Left, float Right) { return (Left = Left * Right); } HINLINE hmm_vec4 & operator*=(hmm_vec4 &Left, float Right) { return (Left = Left * Right); } HINLINE hmm_mat4 & operator*=(hmm_mat4 &Left, float Right) { return (Left = Left * Right); } #endif /* HANDMADE_MATH_CPP_MODE */ #endif /* HANDMADE_MATH_IMPLEMENTATION */