mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
* Box Simd * Add 256 bit version of GetAABB * Add AABB bechmarks * No real diff between 128 & 256, so removing 256 | Method | Mean | Error | StdDev | Ratio | |----------- |----------:|----------:|----------:|------:| | GetAABB | 5.8107 ns | 0.0154 ns | 0.0137 ns | 1.00 | | GetAABB128 | 0.4927 ns | 0.0003 ns | 0.0002 ns | 0.08 | | GetAABB256 | 0.4332 ns | 0.0006 ns | 0.0006 ns | 0.07 | * Add Box2Rotated.Transform Benchmark * Results 20% faster and much smaller code. Also I don't think it inlined RotateVec * Add Matrix3x2Helper.TransformBox() benchmark new: | Method | Mean | Error | StdDev | Code Size | |---------- |---------:|----------:|----------:|----------:| | Transform | 2.463 ns | 0.0766 ns | 0.0679 ns | 216 B | old: | Method | Mean | Error | StdDev | Median | Code Size | |---------- |---------:|----------:|----------:|---------:|----------:| | Transform | 9.469 ns | 0.2140 ns | 0.5408 ns | 9.206 ns | 621 B | * Fix polygon constructor * SlimPolygonBenchmark * use new SimdHelper for other methods * Fix bugs * Use new methods * Simd SlimPolygon.ComputeAABB * Move simd transform to physics * Cleanup * Remove uneccesary Unsafe.SkipInit * These tests all work on master * Add Transform.MulSimd test * Add SlimPolygon constructor tests * Add ComputeAABB test --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
224 lines
7.6 KiB
C#
224 lines
7.6 KiB
C#
using System;
|
|
using System.Numerics;
|
|
using System.Runtime.CompilerServices;
|
|
using System.Runtime.Intrinsics;
|
|
using System.Runtime.Intrinsics.X86;
|
|
using JetBrains.Annotations;
|
|
using Robust.Shared.Utility;
|
|
|
|
namespace Robust.Shared.Maths
|
|
{
|
|
/// <summary>
|
|
/// This type contains a <see cref="Box2"/> and a rotation <see cref="Angle"/> in world space.
|
|
/// </summary>
|
|
[Serializable]
|
|
public struct Box2Rotated : IEquatable<Box2Rotated>, ISpanFormattable
|
|
{
|
|
public Box2 Box;
|
|
public Angle Rotation;
|
|
|
|
/// <summary>
|
|
/// The point about which the rotation occurs.
|
|
/// </summary>
|
|
public Vector2 Origin;
|
|
|
|
/// <summary>
|
|
/// A 1x1 unit box with the origin centered and identity rotation.
|
|
/// </summary>
|
|
public static readonly Box2Rotated UnitCentered = new(Box2.UnitCentered, Angle.Zero, Vector2.Zero);
|
|
|
|
public readonly Vector2 BottomRight => Origin + Rotation.RotateVec(Box.BottomRight - Origin);
|
|
public readonly Vector2 TopLeft => Origin + Rotation.RotateVec(Box.TopLeft - Origin);
|
|
public readonly Vector2 TopRight => Origin + Rotation.RotateVec(Box.TopRight - Origin);
|
|
public readonly Vector2 BottomLeft => Origin + Rotation.RotateVec(Box.BottomLeft - Origin);
|
|
public readonly Vector2 Center => Origin + Rotation.RotateVec((Box.BottomLeft + Box.TopRight)/2 - Origin);
|
|
|
|
public readonly Matrix3x2 Transform
|
|
{
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
get
|
|
{
|
|
// Equivalent to Matrix3Helpers.CreateTransform(Origin - Rotation.RotateVec(Origin), Rotation)
|
|
// but ~20% faster
|
|
var angle = (float) Rotation;
|
|
var sin = MathF.Sin(angle);
|
|
var cos = MathF.Cos(angle);
|
|
var cos1 = 1 - cos;
|
|
var dx = cos1 * Origin.X + sin * Origin.Y;
|
|
var dy = - sin * Origin.X + cos1 * Origin.Y;
|
|
|
|
return new Matrix3x2
|
|
{
|
|
M11 = cos,
|
|
M12 = sin,
|
|
M21 = -sin,
|
|
M22 = cos,
|
|
M31 = dx,
|
|
M32 = dy,
|
|
};
|
|
}
|
|
}
|
|
|
|
public Box2Rotated(Vector2 bottomLeft, Vector2 topRight)
|
|
: this(new Box2(bottomLeft, topRight))
|
|
{
|
|
}
|
|
|
|
public Box2Rotated(Box2 box)
|
|
: this(box, 0)
|
|
{
|
|
}
|
|
|
|
public Box2Rotated(Box2 box, Angle rotation)
|
|
: this(box, rotation, Vector2.Zero)
|
|
{
|
|
}
|
|
|
|
public Box2Rotated(Box2 box, Angle rotation, Vector2 origin)
|
|
{
|
|
Box = box;
|
|
Rotation = rotation;
|
|
Origin = origin;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Enlarges the box by the specified value.
|
|
/// </summary>
|
|
[Pure]
|
|
public readonly Box2Rotated Enlarged(float value)
|
|
{
|
|
var box = Box.Enlarged(value);
|
|
return new Box2Rotated(box, Rotation, Origin);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the smallest AABB that will encompass the rotated box. The AABB is in local space.
|
|
/// </summary>
|
|
public readonly Box2 CalcBoundingBox()
|
|
{
|
|
GetVertices(out var x, out var y);
|
|
var aabb = SimdHelpers.GetAABB(x, y);
|
|
return Unsafe.As<Vector128<float>, Box2>(ref aabb);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies the transformation to the box's corners and returns the coordinates in two simd vectors.
|
|
/// </summary>
|
|
/// <remarks>The corners are ordered clockwise, starting from what was the bottom left corner prior to the transformation.</remarks>
|
|
/// <remarks>This is effectively a specialized variant of a <see cref="Matrix3Helpers"/> transform method that avoids having to use construct the matrix via <see cref="Transform"/></remarks>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
internal readonly void GetVertices(out Vector128<float> x, out Vector128<float> y)
|
|
{
|
|
var boxVec = Unsafe.As<Box2, Vector128<float>>(ref Unsafe.AsRef(in Box));
|
|
|
|
var originX = Vector128.Create(Origin.X);
|
|
var originY = Vector128.Create(Origin.Y);
|
|
|
|
var cos = Vector128.Create((float) Math.Cos(Rotation));
|
|
var sin = Vector128.Create((float) Math.Sin(Rotation));
|
|
|
|
var boxX = Vector128.Shuffle(boxVec, Vector128.Create(0, 2, 2, 0)) - originX;
|
|
var boxY = Vector128.Shuffle(boxVec, Vector128.Create(1, 1, 3, 3)) - originY;
|
|
|
|
x = boxX * cos - boxY * sin + originX;
|
|
y = boxX * sin + boxY * cos + originY;
|
|
}
|
|
|
|
public readonly bool Contains(Vector2 worldPoint)
|
|
{
|
|
// Get the worldpoint in our frame of reference so we can do a faster AABB check.
|
|
var localPoint = GetLocalPoint(worldPoint);
|
|
return Box.Contains(localPoint);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Convert a point in world-space coordinates to our local coordinates.
|
|
/// </summary>
|
|
private readonly Vector2 GetLocalPoint(Vector2 point)
|
|
{
|
|
return Origin + (-Rotation).RotateVec(point - Origin);
|
|
}
|
|
|
|
#region Equality
|
|
|
|
/// <inheritdoc />
|
|
public readonly bool Equals(Box2Rotated other)
|
|
{
|
|
return Box.Equals(other.Box) && Rotation.Equals(other.Rotation) && Origin.Equals(other.Origin);
|
|
}
|
|
|
|
public readonly bool EqualsApprox(Box2Rotated other)
|
|
{
|
|
return Box.EqualsApprox(other.Box)
|
|
&& Rotation.EqualsApprox(other.Rotation)
|
|
&& Origin.EqualsApprox(other.Origin);
|
|
}
|
|
|
|
public readonly bool EqualsApprox(Box2Rotated other, double tolerance)
|
|
{
|
|
return Box.EqualsApprox(other.Box, tolerance)
|
|
&& Rotation.EqualsApprox(other.Rotation, tolerance)
|
|
&& Origin.EqualsApprox(other.Origin, tolerance);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public readonly override bool Equals(object? obj)
|
|
{
|
|
if (ReferenceEquals(null, obj)) return false;
|
|
return obj is Box2Rotated other && Equals(other);
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public readonly override int GetHashCode()
|
|
{
|
|
unchecked
|
|
{
|
|
return (Box.GetHashCode() * 397) ^ Rotation.GetHashCode();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check for equality by value between two <see cref="Box2Rotated"/>.
|
|
/// </summary>
|
|
public static bool operator ==(Box2Rotated a, Box2Rotated b)
|
|
{
|
|
return a.Equals(b);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check for inequality by value between two <see cref="Box2Rotated"/>.
|
|
/// </summary>
|
|
public static bool operator !=(Box2Rotated a, Box2Rotated b)
|
|
{
|
|
return !a.Equals(b);
|
|
}
|
|
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// Returns a string representation of this type.
|
|
/// </summary>
|
|
public readonly override string ToString()
|
|
{
|
|
return $"{Box}, {Rotation}";
|
|
}
|
|
|
|
public readonly string ToString(string? format, IFormatProvider? formatProvider)
|
|
{
|
|
return ToString();
|
|
}
|
|
|
|
public readonly bool TryFormat(
|
|
Span<char> destination,
|
|
out int charsWritten,
|
|
ReadOnlySpan<char> format,
|
|
IFormatProvider? provider)
|
|
{
|
|
return FormatHelpers.TryFormatInto(
|
|
destination,
|
|
out charsWritten,
|
|
$"{Box}, {Rotation}");
|
|
}
|
|
}
|
|
}
|