Use arrays instead of slices for speed+implement Vec3

This commit is contained in:
bloeys
2021-11-05 00:43:54 +04:00
parent c21af38a4c
commit 13547a1284
4 changed files with 206 additions and 67 deletions

View File

@ -10,15 +10,16 @@ var _ Mat = &Mat2{}
var _ fmt.Stringer = &Mat2{} var _ fmt.Stringer = &Mat2{}
type Mat2 struct { type Mat2 struct {
Arr [4]float32
*blas32.General *blas32.General
} }
func (m *Mat2) At(row, col int) float32 { func (m *Mat2) At(row, col int) float32 {
return m.Data[row*2+col] return m.Arr[row*2+col]
} }
func (m *Mat2) Set(row, col int, val float32) { func (m *Mat2) Set(row, col int, val float32) {
m.Data[row*2+col] = val m.Arr[row*2+col] = val
} }
func (m *Mat2) Size() MatSize { func (m *Mat2) Size() MatSize {
@ -26,74 +27,80 @@ func (m *Mat2) Size() MatSize {
} }
func (m *Mat2) String() string { func (m *Mat2) String() string {
return fmt.Sprintf("| %f %f |\n| %f %f |", m.Data[0], m.Data[1], m.Data[2], m.Data[3]) return fmt.Sprintf("| %f %f |\n| %f %f |", m.Arr[0], m.Arr[1], m.Arr[2], m.Arr[3])
} }
//Add m += m2 //Add m += m2
func (m *Mat2) Add(m2 *Mat2) { func (m *Mat2) Add(m2 *Mat2) {
m.Data[0] += m2.Data[0] m.Arr[0] += m2.Arr[0]
m.Data[1] += m2.Data[1] m.Arr[1] += m2.Arr[1]
m.Data[2] += m2.Data[2] m.Arr[2] += m2.Arr[2]
m.Data[3] += m2.Data[3] m.Arr[3] += m2.Arr[3]
} }
//Add m -= m2 //Add m -= m2
func (m *Mat2) Sub(m2 *Mat2) { func (m *Mat2) Sub(m2 *Mat2) {
m.Data[0] -= m2.Data[0] m.Arr[0] -= m2.Arr[0]
m.Data[1] -= m2.Data[1] m.Arr[1] -= m2.Arr[1]
m.Data[2] -= m2.Data[2] m.Arr[2] -= m2.Arr[2]
m.Data[3] -= m2.Data[3] m.Arr[3] -= m2.Arr[3]
} }
//Scale m *= x (element wise multiplication) //Scale m *= x (element wise multiplication)
func (m *Mat2) Scale(x float32) { func (m *Mat2) Scale(x float32) {
m.Data[0] *= x m.Arr[0] *= x
m.Data[1] *= x m.Arr[1] *= x
m.Data[2] *= x m.Arr[2] *= x
m.Data[3] *= x m.Arr[3] *= x
} }
//AddMat2 m3 = m1 + m2 //AddMat2 m3 = m1 + m2
func AddMat2(m1, m2 *Mat2) *Mat2 { func AddMat2(m1, m2 *Mat2) *Mat2 {
return NewMat2([]float32{ return NewMat2([]float32{
m1.Data[0] + m2.Data[0], m1.Arr[0] + m2.Arr[0],
m1.Data[1] + m2.Data[1], m1.Arr[1] + m2.Arr[1],
m1.Data[2] + m2.Data[2], m1.Arr[2] + m2.Arr[2],
m1.Data[3] + m2.Data[3], m1.Arr[3] + m2.Arr[3],
}) })
} }
//SubMat2 m3 = m1 - m2 //SubMat2 m3 = m1 - m2
func SubMat2(m1, m2 *Mat2) *Mat2 { func SubMat2(m1, m2 *Mat2) *Mat2 {
return NewMat2([]float32{ return NewMat2([]float32{
m1.Data[0] - m2.Data[0], m1.Arr[0] - m2.Arr[0],
m1.Data[1] - m2.Data[1], m1.Arr[1] - m2.Arr[1],
m1.Data[2] - m2.Data[2], m1.Arr[2] - m2.Arr[2],
m1.Data[3] - m2.Data[3], m1.Arr[3] - m2.Arr[3],
}) })
} }
//NewMat2 returns the identity matrix if data=nil, otherwise data is used //NewMat2 returns the identity matrix if data is nil, otherwise data is copied.
//as the backing array.
// //
//Note: data must be row major //Note: data must be row major
func NewMat2(data []float32) *Mat2 { func NewMat2(data []float32) *Mat2 {
if data == nil { arr := [4]float32{
data = []float32{ 1, 0,
1, 0, 0, 1,
0, 1, }
if data != nil {
if len(data) != 4 {
panic("Data must be nil or size 4")
} }
} else if len(data) != 4 {
panic("Data must be nil or size 4") arr[0] = data[0]
arr[1] = data[1]
arr[2] = data[2]
arr[3] = data[3]
} }
return &Mat2{ return &Mat2{
Arr: arr,
General: &blas32.General{ General: &blas32.General{
Rows: 2, Rows: 2,
Cols: 2, Cols: 2,
Stride: 2, Stride: 2,
Data: data, Data: arr[:],
}, },
} }
} }

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@ -1,5 +1,7 @@
package gglm package gglm
//Note: We don't use the Swizzle interface for add/sub because the interface doesn't allow inling :(
import ( import (
"fmt" "fmt"
@ -10,23 +12,24 @@ var _ Swizzle2 = &Vec2{}
var _ fmt.Stringer = &Vec2{} var _ fmt.Stringer = &Vec2{}
type Vec2 struct { type Vec2 struct {
Arr [2]float32
*blas32.Vector *blas32.Vector
} }
func (v *Vec2) X() float32 { func (v *Vec2) X() float32 {
return v.Data[0] return v.Arr[0]
} }
func (v *Vec2) Y() float32 { func (v *Vec2) Y() float32 {
return v.Data[1] return v.Arr[1]
} }
func (v *Vec2) R() float32 { func (v *Vec2) R() float32 {
return v.Data[0] return v.Arr[0]
} }
func (v *Vec2) G() float32 { func (v *Vec2) G() float32 {
return v.Data[1] return v.Arr[1]
} }
func (v *Vec2) String() string { func (v *Vec2) String() string {
@ -35,19 +38,20 @@ func (v *Vec2) String() string {
//Scale v *= x (element wise multiplication) //Scale v *= x (element wise multiplication)
func (v *Vec2) Scale(x float32) { func (v *Vec2) Scale(x float32) {
v.Data[0] *= x v.Arr[0] *= x
v.Data[1] *= x v.Arr[1] *= x
} }
func (v *Vec2) Add(b Swizzle2) { //Add v += v2
v.Data[0] += b.X() func (v *Vec2) Add(v2 *Vec2) {
v.Data[1] += b.Y() v.Arr[0] += v2.X()
v.Arr[1] += v2.Y()
} }
//SubVec2 v -= v2 //SubVec2 v -= v2
func (v *Vec2) Sub(v2 *Vec2) { func (v *Vec2) Sub(v2 *Vec2) {
v.Data[0] -= v2.X() v.Arr[0] -= v2.X()
v.Data[1] -= v2.Y() v.Arr[1] -= v2.Y()
} }
//Mag returns the magnitude of the vector //Mag returns the magnitude of the vector
@ -61,28 +65,41 @@ func (v *Vec2) SqrMag() float32 {
} }
//AddVec2 v3 = v1 + v2 //AddVec2 v3 = v1 + v2
func AddVec2(v1 *Vec2, v2 *Vec2) *Vec2 { func AddVec2(v1, v2 *Vec2) *Vec2 {
return NewVec2([]float32{v1.X() + v2.X(), v1.Y() + v2.Y()}) return NewVec2([]float32{
v1.X() + v2.X(),
v1.Y() + v2.Y(),
})
} }
//SubVec2 v3 = v1 + v2 //SubVec2 v3 = v1 - v2
func SubVec2(v1, v2 *Vec2) *Vec2 { func SubVec2(v1, v2 *Vec2) *Vec2 {
return NewVec2([]float32{v1.X() - v2.X(), v1.Y() - v2.Y()}) return NewVec2([]float32{
v1.X() - v2.X(),
v1.Y() - v2.Y(),
})
} }
//NewVec2 copies data if its not nil
func NewVec2(data []float32) *Vec2 { func NewVec2(data []float32) *Vec2 {
if data == nil { arr := [2]float32{}
data = make([]float32, 2) if data != nil {
} else if len(data) != 2 {
panic("Data must be nil or size 2") if len(data) != 2 {
panic("Data must be nil or size 2")
}
arr[0] = data[0]
arr[1] = data[1]
} }
return &Vec2{ return &Vec2{
Arr: arr,
Vector: &blas32.Vector{ Vector: &blas32.Vector{
N: 2, N: 2,
Inc: 1, Inc: 1,
Data: data, Data: arr[:],
}, },
} }
} }

116
gglm/vec3.go Executable file
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@ -0,0 +1,116 @@
package gglm
import (
"fmt"
"gonum.org/v1/gonum/blas/blas32"
)
var _ Swizzle3 = &Vec3{}
var _ fmt.Stringer = &Vec3{}
type Vec3 struct {
Arr [3]float32
*blas32.Vector
}
func (v *Vec3) X() float32 {
return v.Arr[0]
}
func (v *Vec3) Y() float32 {
return v.Arr[1]
}
func (v *Vec3) Z() float32 {
return v.Arr[2]
}
func (v *Vec3) R() float32 {
return v.Arr[0]
}
func (v *Vec3) G() float32 {
return v.Arr[1]
}
func (v *Vec3) B() float32 {
return v.Arr[2]
}
func (v *Vec3) String() string {
return fmt.Sprintf("(%f, %f, %f)", v.X(), v.Y(), v.Z())
}
//Scale v *= x (element wise multiplication)
func (v *Vec3) Scale(x float32) {
v.Arr[0] *= x
v.Arr[1] *= x
v.Arr[2] *= x
}
func (v *Vec3) Add(v2 *Vec3) {
v.Arr[0] += v2.X()
v.Arr[1] += v2.Y()
v.Arr[2] += v2.Z()
}
//SubVec3 v -= v2
func (v *Vec3) Sub(v2 *Vec3) {
v.Arr[0] -= v2.X()
v.Arr[1] -= v2.Y()
v.Arr[2] -= v2.Z()
}
//Mag returns the magnitude of the vector
func (v *Vec3) Mag() float32 {
return blas32.Nrm2(*v.Vector)
}
//Mag returns the squared magnitude of the vector
func (v *Vec3) SqrMag() float32 {
return v.X()*v.X() + v.Y()*v.Y() + v.Z()*v.Z()
}
//AddVec3 v3 = v1 + v2
func AddVec3(v1, v2 *Vec3) *Vec3 {
return NewVec3([]float32{
v1.X() + v2.X(),
v1.Y() + v2.Y(),
v1.Z() + v2.Z(),
})
}
//SubVec3 v3 = v1 - v2
func SubVec3(v1, v2 *Vec3) *Vec3 {
return NewVec3([]float32{
v1.X() - v2.X(),
v1.Y() - v2.Y(),
v1.Z() - v2.Z(),
})
}
//NewVec3 copies data if its not nil
func NewVec3(data []float32) *Vec3 {
arr := [3]float32{}
if data != nil {
if len(data) != 3 {
panic("Data must be nil or size 3")
}
arr[0] = data[0]
arr[1] = data[1]
arr[2] = data[2]
}
return &Vec3{
Arr: arr,
Vector: &blas32.Vector{
N: 3,
Inc: 1,
Data: arr[:],
},
}
}

29
main.go
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@ -1,27 +1,26 @@
package main package main
import ( import (
"fmt"
"github.com/bloeys/gglm/gglm" "github.com/bloeys/gglm/gglm"
) )
func main() { func main() {
v1 := gglm.NewVec2([]float32{4, 5}) // v1 := gglm.NewVec2([]float32{4, 5})
v2 := gglm.NewVec2([]float32{1, 1}) // v2 := gglm.NewVec2([]float32{1, 1})
println(v1.Mag()) // println(v1.Mag())
println(v1.SqrMag()) // println(v1.SqrMag())
v1 := gglm.NewVec2(nil)
v2 := gglm.NewVec2(nil)
v1.Add(v2) v1.Add(v2)
v1.Sub(v2) // v1.Sub(v2)
fmt.Println(gglm.DotVec2(v1, v2)) // fmt.Println(gglm.DotVec2(v1, v2))
fmt.Println(v1, v1.X(), v1.Y()) // fmt.Println(v1, v1.X(), v1.Y())
m := gglm.NewMat2(nil) // m := gglm.NewMat2(nil)
fmt.Println(m.String(), m.At(0, 1), m.At(1, 1)) // fmt.Println(m.String(), m.At(0, 1), m.At(1, 1))
m.Set(0, 1, 55) // m.Set(0, 1, 55)
m.Set(1, 0, 77) // m.Set(1, 0, 77)
fmt.Println("\n"+m.String(), m.At(0, 1), m.At(1, 1)) // fmt.Println("\n"+m.String(), m.At(0, 1), m.At(1, 1))
} }