License Update

This commit is contained in:
gingerBill 2016-04-10 23:44:24 +01:00
parent 24eb70c5c9
commit 047348c585
1 changed files with 40 additions and 45 deletions

View File

@ -1,9 +1,10 @@
// gb_math.h - v0.04c - public domain C math library - no warranty implied; use at your own risk // gb_math.h - v0.04d - public domain C math library - no warranty implied; use at your own risk
// A C math library geared towards game development // A C math library geared towards game development
// use '#define GB_MATH_IMPLEMENTATION' before including to create the implementation in _ONE_ file // use '#define GB_MATH_IMPLEMENTATION' before including to create the implementation in _ONE_ file
/* /*
Version History: Version History:
0.04d - License Update
0.04c - Use 64-bit murmur64 version on WIN64 0.04c - Use 64-bit murmur64 version on WIN64
0.04b - Fix strict aliasing in gb_quake_inv_sqrt 0.04b - Fix strict aliasing in gb_quake_inv_sqrt
0.04a - Minor bug fixes 0.04a - Minor bug fixes
@ -12,10 +13,9 @@ Version History:
0.01 - Initial Version 0.01 - Initial Version
LICENSE LICENSE
This software is in the public domain. Where that dedication is not This software is dual-licensed to the public domain and under the following
recognized, you are granted a perpetual, irrevocable license to copy, license: you are granted a perpetual, irrevocable license to copy, modify,
distribute, and modify this file as you see fit. publish, and distribute this file as you see fit.
WARNING WARNING
- This library is _slightly_ experimental and features may not work as expected. - This library is _slightly_ experimental and features may not work as expected.
- This also means that many functions are not documented. - This also means that many functions are not documented.
@ -45,6 +45,7 @@ CONTENTS
#include <math.h> #include <math.h>
#include <limits.h> #include <limits.h>
#include <float.h> #include <float.h>
#include <string.h> // memcpy, memmove, etc.
#ifndef GB_MATH_DEF #ifndef GB_MATH_DEF
#ifdef GB_MATH_STATIC #ifdef GB_MATH_STATIC
@ -171,8 +172,12 @@ GB_MATH_DEF float gb_to_degrees(float radians);
// NOTE(bill): Because to interpolate angles // NOTE(bill): Because to interpolate angles
GB_MATH_DEF float gb_angle_diff(float radians_a, float radians_b); GB_MATH_DEF float gb_angle_diff(float radians_a, float radians_b);
#ifndef gb_min
#define gb_min(a, b) ((a) < (b) ? (a) : (b)) #define gb_min(a, b) ((a) < (b) ? (a) : (b))
#endif
#ifndef gb_max
#define gb_max(a, b) ((a) > (b) ? (a) : (b)) #define gb_max(a, b) ((a) > (b) ? (a) : (b))
#endif
GB_MATH_DEF float gb_sqrt(float a); GB_MATH_DEF float gb_sqrt(float a);
GB_MATH_DEF float gb_quake_inv_sqrt(float a); // NOTE(bill): It's probably better to use 1.0f/gb_sqrt(a) GB_MATH_DEF float gb_quake_inv_sqrt(float a); // NOTE(bill): It's probably better to use 1.0f/gb_sqrt(a)
@ -775,12 +780,12 @@ float
gb_half_to_float(gb_half value) gb_half_to_float(gb_half value)
{ {
gb_uif32 result; gb_uif32 result;
int s = (value >> 15) & 0x00000001; int s = (value >> 15) & 0x001;
int e = (value >> 10) & 0x0000001f; int e = (value >> 10) & 0x01f;
int m = value & 0x000003ff; int m = value & 0x3ff;
if (e == 0) { if (e == 0) {
if(m == 0) { if (m == 0) {
// Plus or minus zero // Plus or minus zero
result.i = (unsigned int)(s << 31); result.i = (unsigned int)(s << 31);
return result.f; return result.f;
@ -1072,13 +1077,7 @@ gb_vec3_refract(gbVec3 *d, gbVec3 i, gbVec3 n, float eta)
float float gb_vec2_aspect_ratio(gbVec2 v) { return (v.y < 0.0001f) ? 0.0f : v.x/v.y; }
gb_vec2_aspect_ratio(gbVec2 v)
{
if (v.y < 0.0001f)
return 0.0f;
return v.x/v.y;
}
@ -1095,11 +1094,7 @@ gb_float22_identity(float m[2][2])
m[1][0] = 0; m[1][1] = 1; m[1][0] = 0; m[1][1] = 1;
} }
void void gb_mat2_mul_vec2(gbVec2 *out, gbMat2 *m, gbVec2 in) { gb_float22_mul_vec2(out, gb_float22_m(m), in); }
gb_mat2_mul_vec2(gbVec2 *out, gbMat2 *m, gbVec2 in)
{
gb_float22_mul_vec2(out, gb_float22_m(m), in);
}
gbMat2 *gb_mat2_v(gbVec2 m[2]) { return (gbMat2 *)m; } gbMat2 *gb_mat2_v(gbVec2 m[2]) { return (gbMat2 *)m; }
gbMat2 *gb_mat2_f(float m[2][2]) { return (gbMat2 *)m; } gbMat2 *gb_mat2_f(float m[2][2]) { return (gbMat2 *)m; }