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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines
Starting to add additional timers for different stages of the process of
updating in order to get more insight into what is slowing it down.
The update takes 9ms, which is much longer than it used to.
Engine-specific timers are coming later.
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FNA/src/Plane.cs
329 lines | 7.0 KiB | text/x-csharp | CSharpLexer
329 lines | 7.0 KiB | text/x-csharp | CSharpLexer
r0 | #region License | |||
/* FNA - XNA4 Reimplementation for Desktop Platforms | ||||
* Copyright 2009-2020 Ethan Lee and the MonoGame Team | ||||
* | ||||
* Released under the Microsoft Public License. | ||||
* See LICENSE for details. | ||||
*/ | ||||
/* Derived from code by the Mono.Xna Team (Copyright 2006). | ||||
* Released under the MIT License. See monoxna.LICENSE for details. | ||||
*/ | ||||
#endregion | ||||
#region Using Statements | ||||
using System; | ||||
using System.ComponentModel; | ||||
using System.Diagnostics; | ||||
using Microsoft.Xna.Framework.Design; | ||||
#endregion | ||||
namespace Microsoft.Xna.Framework | ||||
{ | ||||
[Serializable] | ||||
[TypeConverter(typeof(PlaneConverter))] | ||||
[DebuggerDisplay("{DebugDisplayString,nq}")] | ||||
public struct Plane : IEquatable<Plane> | ||||
{ | ||||
#region Internal Properties | ||||
internal string DebugDisplayString | ||||
{ | ||||
get | ||||
{ | ||||
return string.Concat( | ||||
Normal.DebugDisplayString, " ", | ||||
D.ToString() | ||||
); | ||||
} | ||||
} | ||||
#endregion | ||||
#region Public Fields | ||||
public Vector3 Normal; | ||||
public float D; | ||||
#endregion | ||||
#region Public Constructors | ||||
public Plane(Vector4 value) | ||||
: this(new Vector3(value.X, value.Y, value.Z), value.W) | ||||
{ | ||||
} | ||||
public Plane(Vector3 normal, float d) | ||||
{ | ||||
Normal = normal; | ||||
D = d; | ||||
} | ||||
public Plane(Vector3 a, Vector3 b, Vector3 c) | ||||
{ | ||||
Vector3 ab = b - a; | ||||
Vector3 ac = c - a; | ||||
Vector3 cross = Vector3.Cross(ab, ac); | ||||
Vector3.Normalize(ref cross, out Normal); | ||||
D = -(Vector3.Dot(Normal, a)); | ||||
} | ||||
public Plane(float a, float b, float c, float d) | ||||
: this(new Vector3(a, b, c), d) | ||||
{ | ||||
} | ||||
#endregion | ||||
#region Public Methods | ||||
public float Dot(Vector4 value) | ||||
{ | ||||
return ( | ||||
(this.Normal.X * value.X) + | ||||
(this.Normal.Y * value.Y) + | ||||
(this.Normal.Z * value.Z) + | ||||
(this.D * value.W) | ||||
); | ||||
} | ||||
public void Dot(ref Vector4 value, out float result) | ||||
{ | ||||
result = ( | ||||
(this.Normal.X * value.X) + | ||||
(this.Normal.Y * value.Y) + | ||||
(this.Normal.Z * value.Z) + | ||||
(this.D * value.W) | ||||
); | ||||
} | ||||
public float DotCoordinate(Vector3 value) | ||||
{ | ||||
return ( | ||||
(this.Normal.X * value.X) + | ||||
(this.Normal.Y * value.Y) + | ||||
(this.Normal.Z * value.Z) + | ||||
this.D | ||||
); | ||||
} | ||||
public void DotCoordinate(ref Vector3 value, out float result) | ||||
{ | ||||
result = ( | ||||
(this.Normal.X * value.X) + | ||||
(this.Normal.Y * value.Y) + | ||||
(this.Normal.Z * value.Z) + | ||||
this.D | ||||
); | ||||
} | ||||
public float DotNormal(Vector3 value) | ||||
{ | ||||
return ( | ||||
(this.Normal.X * value.X) + | ||||
(this.Normal.Y * value.Y) + | ||||
(this.Normal.Z * value.Z) | ||||
); | ||||
} | ||||
public void DotNormal(ref Vector3 value, out float result) | ||||
{ | ||||
result = ( | ||||
(this.Normal.X * value.X) + | ||||
(this.Normal.Y * value.Y) + | ||||
(this.Normal.Z * value.Z) | ||||
); | ||||
} | ||||
public void Normalize() | ||||
{ | ||||
float length = Normal.Length(); | ||||
float factor = 1.0f / length; | ||||
Vector3.Multiply(ref Normal, factor, out Normal); | ||||
D = D * factor; | ||||
} | ||||
public PlaneIntersectionType Intersects(BoundingBox box) | ||||
{ | ||||
return box.Intersects(this); | ||||
} | ||||
public void Intersects(ref BoundingBox box, out PlaneIntersectionType result) | ||||
{ | ||||
box.Intersects(ref this, out result); | ||||
} | ||||
public PlaneIntersectionType Intersects(BoundingSphere sphere) | ||||
{ | ||||
return sphere.Intersects(this); | ||||
} | ||||
public void Intersects(ref BoundingSphere sphere, out PlaneIntersectionType result) | ||||
{ | ||||
sphere.Intersects(ref this, out result); | ||||
} | ||||
public PlaneIntersectionType Intersects(BoundingFrustum frustum) | ||||
{ | ||||
return frustum.Intersects(this); | ||||
} | ||||
#endregion | ||||
#region Internal Methods | ||||
internal PlaneIntersectionType Intersects(ref Vector3 point) | ||||
{ | ||||
float distance; | ||||
DotCoordinate(ref point, out distance); | ||||
if (distance > 0) | ||||
{ | ||||
return PlaneIntersectionType.Front; | ||||
} | ||||
if (distance < 0) | ||||
{ | ||||
return PlaneIntersectionType.Back; | ||||
} | ||||
return PlaneIntersectionType.Intersecting; | ||||
} | ||||
#endregion | ||||
#region Public Static Methods | ||||
public static Plane Normalize(Plane value) | ||||
{ | ||||
Plane ret; | ||||
Normalize(ref value, out ret); | ||||
return ret; | ||||
} | ||||
public static void Normalize(ref Plane value, out Plane result) | ||||
{ | ||||
float length = value.Normal.Length(); | ||||
float factor = 1.0f / length; | ||||
Vector3.Multiply(ref value.Normal, factor, out result.Normal); | ||||
result.D = value.D * factor; | ||||
} | ||||
/// <summary> | ||||
/// Transforms a normalized plane by a matrix. | ||||
/// </summary> | ||||
/// <param name="plane">The normalized plane to transform.</param> | ||||
/// <param name="matrix">The transformation matrix.</param> | ||||
/// <returns>The transformed plane.</returns> | ||||
public static Plane Transform(Plane plane, Matrix matrix) | ||||
{ | ||||
Plane result; | ||||
Transform(ref plane, ref matrix, out result); | ||||
return result; | ||||
} | ||||
/// <summary> | ||||
/// Transforms a normalized plane by a matrix. | ||||
/// </summary> | ||||
/// <param name="plane">The normalized plane to transform.</param> | ||||
/// <param name="matrix">The transformation matrix.</param> | ||||
/// <param name="result">The transformed plane.</param> | ||||
public static void Transform( | ||||
ref Plane plane, | ||||
ref Matrix matrix, | ||||
out Plane result | ||||
) { | ||||
/* See "Transforming Normals" in | ||||
* http://www.glprogramming.com/red/appendixf.html | ||||
* for an explanation of how this works. | ||||
*/ | ||||
Matrix transformedMatrix; | ||||
Matrix.Invert(ref matrix, out transformedMatrix); | ||||
Matrix.Transpose( | ||||
ref transformedMatrix, | ||||
out transformedMatrix | ||||
); | ||||
Vector4 vector = new Vector4(plane.Normal, plane.D); | ||||
Vector4 transformedVector; | ||||
Vector4.Transform( | ||||
ref vector, | ||||
ref transformedMatrix, | ||||
out transformedVector | ||||
); | ||||
result = new Plane(transformedVector); | ||||
} | ||||
/// <summary> | ||||
/// Transforms a normalized plane by a quaternion rotation. | ||||
/// </summary> | ||||
/// <param name="plane">The normalized plane to transform.</param> | ||||
/// <param name="rotation">The quaternion rotation.</param> | ||||
/// <returns>The transformed plane.</returns> | ||||
public static Plane Transform(Plane plane, Quaternion rotation) | ||||
{ | ||||
Plane result; | ||||
Transform(ref plane, ref rotation, out result); | ||||
return result; | ||||
} | ||||
/// <summary> | ||||
/// Transforms a normalized plane by a quaternion rotation. | ||||
/// </summary> | ||||
/// <param name="plane">The normalized plane to transform.</param> | ||||
/// <param name="rotation">The quaternion rotation.</param> | ||||
/// <param name="result">The transformed plane.</param> | ||||
public static void Transform( | ||||
ref Plane plane, | ||||
ref Quaternion rotation, | ||||
out Plane result | ||||
) { | ||||
Vector3.Transform( | ||||
ref plane.Normal, | ||||
ref rotation, | ||||
out result.Normal | ||||
); | ||||
result.D = plane.D; | ||||
} | ||||
#endregion | ||||
#region Public Static Operators and Override Methods | ||||
public static bool operator !=(Plane plane1, Plane plane2) | ||||
{ | ||||
return !plane1.Equals(plane2); | ||||
} | ||||
public static bool operator ==(Plane plane1, Plane plane2) | ||||
{ | ||||
return plane1.Equals(plane2); | ||||
} | ||||
public override bool Equals(object obj) | ||||
{ | ||||
return (obj is Plane) && this.Equals((Plane) obj); | ||||
} | ||||
public bool Equals(Plane other) | ||||
{ | ||||
return (Normal == other.Normal && D == other.D); | ||||
} | ||||
public override int GetHashCode() | ||||
{ | ||||
return Normal.GetHashCode() ^ D.GetHashCode(); | ||||
} | ||||
public override string ToString() | ||||
{ | ||||
return ( | ||||
"{Normal:" + Normal.ToString() + | ||||
" D:" + D.ToString() + | ||||
"}" | ||||
); | ||||
} | ||||
#endregion | ||||
} | ||||
} | ||||