daily update on 20230316 by nitload youmu

This commit is contained in:
Nitload
2023-03-17 01:52:35 +08:00
parent 2b3c6cea88
commit 167e33a3dd
95 changed files with 191669 additions and 85 deletions
+13
View File
@@ -8,5 +8,18 @@ namespace StgSharp.Math
{
public static unsafe partial class Calc
{
public static unsafe float Abs(float x)
{
uint* a = (uint*)&x;
*a &= 0b_0111_1111_1111_1111_1111_1111_1111_1111;
return *(float*)a;
}
}
}
-23
View File
@@ -1,23 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
namespace StgSharp.Math
{
public static unsafe partial class Calc
{
/// <summary>
/// Get the bits of a float number
/// </summary>
/// <param name="x">The given float number</param>
/// <returns></returns>
public static uint GetBits32(float x)
{
Union4 union = new Union4();
union.f = x;
return union.i;
}
}
}
+27 -24
View File
@@ -1,18 +1,9 @@
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Text;
namespace StgSharp.Math
{
public static partial class Calc
{
/*本方法将小数部分统一提升至2^16处后进行线性近似
const uint sqmov = 0b_0100_0111_1000_0000_0000_0000_0000_0000;
const float sqmov1 = 0.0015947f;
const float sqmov2 = 156.7673435f;
const float sqmov3 = 261.2776027f;
/**/
public static unsafe float Sqrt(float x)
{
/*
@@ -21,10 +12,9 @@ namespace StgSharp.Math
* (补充:指数最低位被加到小数位中以抵消一个多余的2 ^ 1的影响)
* 小数部分则统一乘以2 ^ 16后由y = Sqrt(x)在1.5 * 2 ^ 16处的切线近似
* 为简化操作,提高计算速度,切线左界被移动到远点
* 在进一步简化操作后,计算精度达到0.5%,速度约为.Net库函数的1.8倍
* 在进一步简化操作后,计算精度达到0.5%,速度约为.Net库函数的3倍
*/
if (x < 0)
{
throw new ArgumentOutOfRangeException();
@@ -33,41 +23,54 @@ namespace StgSharp.Math
{
return 0;
}
/*
* 提取指数位并减去指数位中的127
* 由于平方根仅对正数有效
* 故不考虑正负号
*/
/*
* 提取指数位并减半
* 由于平方根仅对正数有效
* 故不考虑正负号
*/
if (x < 0)
{
throw new ArgumentOutOfRangeException();
}
if (x == 0)
{
return 0;
}
//提取指数位并减去指数位中的127
//由于平方根仅对正数有效
//故不考虑正负号
uint a = *(uint*)&x;
uint f = a;
f >>= 23;
f /= 2;
f += 64;
/*
* 提取小数位
* 由于平方根仅对正数有效
* 故不考虑正负号
*/
//提取小数位
//由于平方根仅对正数有效
//故不考虑正负号
a -= 0b_0011_1111_0000_0000_0000_0000_0000_0000;
uint e = a << 8;
e >>= 8;
/*线性近似*/
//线性近似
e *= 0b_1101_0001;
e >>= 24;
e += 0b_0000_0000_0001_0000_1010_1000_1110_0010;
/*还原指数*/
//还原指数
f <<= 23;
e += f;
float result = *(float*)&e;
result = (result + x / result) / 2;
return (result + x / result) / 2;
}
}
}
-2
View File
@@ -73,8 +73,6 @@ namespace StgSharp.Math
);
}
public static Colum2D operator *(Colum2D colum, float x)
{
return new Colum2D(colum.X * x,colum.Y * x);
+62 -5
View File
@@ -771,7 +771,6 @@ namespace StgSharp.Math
}
public static unsafe Matrix4x2 multiple(this Matrix4x2 matrix1, Matrix2x2 matrix2)
{
float* p = &matrix1.row1.X;
@@ -845,7 +844,7 @@ namespace StgSharp.Math
);
}
/// <summary>
/// <summary>
///
/// </summary>
/// <param name="matrix1"></param>
@@ -911,15 +910,73 @@ namespace StgSharp.Math
var a22 = new Colum2D(*(p1 + 8), *(p1 + 11));
var b1 = new Matrix2x2(*(p2 + 0), *(p2 + 0), *(p2 + 0), *(p2 + 0));
var B2 = matrix2.row3;
var b2 = matrix2.row3;
var c1 = a11.multiple(b1) + a12.multiple(b2);
var c2 = a21.multiple(b1) + a22.multiple(b2);
return new Matrix4x2(c1.row1,c1.row2,c2.row1,c2.row2);
}
public static unsafe Matrix4x3 multiple(this Matrix4x3 matrix1, Matrix3x3 matrix2)
{ }
{
float* p1 = &matrix1.row1.X;
float* p2 = &matrix2.row1.X;
var a11 = new Matrix2x2(*(p1 + 0), *(p1 + 1), *(p1 + 3), *(p1 + 4));
var a12 = new Colum2D(*(p1 + 2), *(p1 + 5));
var a21 = new Matrix2x2(*(p1 + 6), *(p1 + 7), *(p1 + 9), *(p1 + 10));
var a22 = new Colum2D(*(p1 + 8), *(p1 + 11));
var b11 = new Matrix2x2(*(p2 + 0), *(p2 + 1), *(p2 + 3), *(p2 + 4));
var b12 = new Colum2D(*(p2 + 2), *(p2 + 5));
var b21 = new Vec2D(*(p2 + 9), *(p2 + 10));
var b22 = matrix2.row3.Z;
var c11 = a11.multiple(b11) + a12.multiple(b21);
var c12 = a11.multiple(b12) + a12 * b22;
var c21 = a21.multiple(b11) + a22.multiple(b21);
var c22 = a21.multiple(b12) + a22 * b22;
float* p3 = &c11.row1.X;
float* p4 = &c21.row1.X;
return new Matrix4x3(
*(p3 + 0), *(p3 + 1),c12.X,
*(p3 + 2), *(p3 + 3),c12.Y,
*(p4 + 0), *(p4 + 1),c22.X,
*(p4 + 2), *(p4 + 3),c22.Y
);
}
public static unsafe Matrix4x4 multiple(this Matrix4x3 matrix1, Matrix3x4 matrix2)
{ }
{
float* p1 = &matrix1.row1.X;
float* p2 = &matrix2.row1.X;
var a11 = new Matrix2x2(*(p1 + 0), *(p1 + 1), *(p1 + 3), *(p1 + 4));
var a12 = new Colum2D(*(p1 + 2), *(p1 + 5));
var a21 = new Matrix2x2(*(p1 + 6), *(p1 + 7), *(p1 + 9), *(p1 + 10));
var a22 = new Colum2D(*(p1 + 8), *(p1 + 11));
var b11 = new Matrix2x2(*(p2 + 0), *(p2 + 1), *(p2 + 4), *(p2 + 5));
var b12 = new Matrix2x2(*(p2 + 2), *(p2 + 3), *(p2 + 6), *(p2 + 7));
var b21 = matrix2.row3.Point1;
var b22 = matrix2.row3.Point2;
var c11 = a11.multiple(b11) + a12.multiple(b21);
var c12 = a11.multiple(b12) + a12.multiple(b22);
var c21 = a21.multiple(b11) + a22.multiple(b21);
var c22 = a21.multiple(b12) + a22.multiple(b22);
return new Matrix4x4(
new Vec4D(c11.row1, c12.row1),
new Vec4D(c11.row2, c12.row2),
new Vec4D(c21.row1, c22.row1),
new Vec4D(c21.row2, c22.row2)
);
}
/// <summary>
///
@@ -19,13 +19,6 @@
<param name="x"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Calc.GetBits32(System.Single)">
<summary>
Get the bits of a float number
</summary>
<param name="x">The given float number</param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Calc.Log(System.Single)">
<summary>
@@ -179,6 +172,14 @@
<param name="matrix2"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.VectorCalc.multiple(StgSharp.Math.Matrix3x2,StgSharp.Math.Matrix2x2)">
<summary>
</summary>
<param name="matrix1"></param>
<param name="matrix2"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.VectorCalc.multiple(StgSharp.Math.Matrix3x2,StgSharp.Math.Matrix2x3)">
<summary>
@@ -1 +1 @@
0b8c0a7b886549f6ada3150538cfdb0d2275591c
3a9e429a025cbd1bcea4abf9fbdb2cf05dc117a7
@@ -19,13 +19,6 @@
<param name="x"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Calc.GetBits32(System.Single)">
<summary>
Get the bits of a float number
</summary>
<param name="x">The given float number</param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.Calc.Log(System.Single)">
<summary>
@@ -179,6 +172,14 @@
<param name="matrix2"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.VectorCalc.multiple(StgSharp.Math.Matrix3x2,StgSharp.Math.Matrix2x2)">
<summary>
</summary>
<param name="matrix1"></param>
<param name="matrix2"></param>
<returns></returns>
</member>
<member name="M:StgSharp.Math.VectorCalc.multiple(StgSharp.Math.Matrix3x2,StgSharp.Math.Matrix2x3)">
<summary>