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QuaternionBenchmarks.cs
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180 lines (148 loc) · 5.67 KB
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using BenchmarkDotNet.Attributes;
namespace FixedMathSharp.Benchmarks;
[MemoryDiagnoser]
public class QuaternionBenchmarks
{
private readonly Fixed64[] _angles = BenchmarkFixtures.Angles;
private readonly Fixed64[] _degreeAngles = BenchmarkFixtures.DegreeAngles;
private readonly Vector3d[] _axes = BenchmarkFixtures.NormalizedAxes;
private readonly Vector3d[] _vectors = BenchmarkFixtures.VectorsA;
private readonly FixedQuaternion[] _left = BenchmarkFixtures.RotationsA;
private readonly FixedQuaternion[] _right = BenchmarkFixtures.RotationsB;
[Benchmark]
public FixedQuaternion FromAxisAngle()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _angles.Length; i++)
accumulator = accumulator * FixedQuaternion.FromAxisAngle(_axes[i], _angles[i]);
return accumulator;
}
[Benchmark]
public FixedQuaternion FromAxisAngleCardinal()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _angles.Length; i++)
accumulator = accumulator * FixedQuaternion.FromAxisAngle(Vector3d.Up, _angles[i]);
return accumulator;
}
[Benchmark]
public FixedQuaternion AngleAxis()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _degreeAngles.Length; i++)
accumulator = accumulator * FixedQuaternion.AngleAxis(_degreeAngles[i], _axes[i]);
return accumulator;
}
[Benchmark]
public FixedQuaternion FromEulerAngles()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _angles.Length; i++)
{
Fixed64 pitch = _angles[i] * Fixed64.Quarter;
Fixed64 yaw = _angles[(i + 17) & (BenchmarkFixtures.SampleCount - 1)] * Fixed64.Quarter;
Fixed64 roll = _angles[(i + 31) & (BenchmarkFixtures.SampleCount - 1)] * Fixed64.Quarter;
accumulator = accumulator * FixedQuaternion.FromEulerAngles(pitch, yaw, roll);
}
return accumulator;
}
[Benchmark]
public FixedQuaternion Multiply()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _left.Length; i++)
accumulator = accumulator * (_left[i] * _right[i]);
return accumulator;
}
[Benchmark]
public FixedQuaternion Lerp()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _left.Length; i++)
accumulator = accumulator * FixedQuaternion.Lerp(_left[i], _right[i], Fixed64.Half);
return accumulator;
}
[Benchmark]
public FixedQuaternion Slerp()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _left.Length; i++)
accumulator = accumulator * FixedQuaternion.Slerp(_left[i], _right[i], Fixed64.Half);
return accumulator;
}
[Benchmark]
public FixedQuaternion NormalizeInPlace()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _left.Length; i++)
{
FixedQuaternion value = _left[i] * _right[i];
accumulator = accumulator * value.NormalizeInPlace();
}
return accumulator;
}
[Benchmark]
public Vector3d ToEulerAngles()
{
Vector3d accumulator = Vector3d.Zero;
for (int i = 0; i < _left.Length; i++)
accumulator += _left[i].ToEulerAngles();
return accumulator;
}
[Benchmark]
public FixedQuaternion FromDirection()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _axes.Length; i++)
accumulator = accumulator * FixedQuaternion.FromDirection(_axes[i]);
return accumulator;
}
[Benchmark]
public FixedQuaternion FromDirectionCardinal()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
accumulator = accumulator * FixedQuaternion.FromDirection(Vector3d.Forward);
accumulator = accumulator * FixedQuaternion.FromDirection(Vector3d.Right);
accumulator = accumulator * FixedQuaternion.FromDirection(Vector3d.Backward);
accumulator = accumulator * FixedQuaternion.FromDirection(Vector3d.Left);
accumulator = accumulator * FixedQuaternion.FromDirection(Vector3d.Up);
accumulator = accumulator * FixedQuaternion.FromDirection(Vector3d.Down);
return accumulator;
}
[Benchmark]
public FixedQuaternion FromDirectionNearParallel()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _axes.Length; i++)
{
Vector3d direction = new(
Fixed64.FromRaw((i + 1) << 10),
Fixed64.FromRaw((i & 1) == 0 ? 1L << 9 : -(1L << 9)),
Fixed64.One);
accumulator = accumulator * FixedQuaternion.FromDirection(direction);
}
return accumulator;
}
[Benchmark]
public FixedQuaternion FromDirectionNearAntiParallel()
{
FixedQuaternion accumulator = FixedQuaternion.Identity;
for (int i = 0; i < _axes.Length; i++)
{
Vector3d direction = new(
Fixed64.FromRaw((i + 1) << 10),
Fixed64.FromRaw((i & 1) == 0 ? 1L << 9 : -(1L << 9)),
-Fixed64.One);
accumulator = accumulator * FixedQuaternion.FromDirection(direction);
}
return accumulator;
}
[Benchmark]
public Vector3d RotateVector()
{
Vector3d accumulator = Vector3d.Zero;
for (int i = 0; i < _left.Length; i++)
accumulator += _left[i] * _vectors[i];
return accumulator;
}
}