C# Class Tao.Ode.Ode.dVector3

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Méthodes publiques

Свойство Type Description
SIMD_PADDING dReal
X dReal

Méthodes publiques

Méthode Description
ToArray ( ) : dReal[]

dVector3 ( dReal x, dReal y, dReal z ) : System

this ( int index ) : dReal

Indexer to support use of array syntax as found in ODE examples X = 0, Y = 1, Z = 2

Method Details

ToArray() public méthode

public ToArray ( ) : dReal[]
Résultat dReal[]

dVector3() public méthode

public dVector3 ( dReal x, dReal y, dReal z ) : System
x dReal
y dReal
z dReal
Résultat System

this() public méthode

Indexer to support use of array syntax as found in ODE examples X = 0, Y = 1, Z = 2
public this ( int index ) : dReal
index int
Résultat dReal

Property Details

SIMD_PADDING public_oe property

In ODE's common.h: typedef dReal dVector3[4]; From ODE mailing list: dVector3 is a dReal[4] to allow for future SIMD extension (the dMatrix3 is similarily defined). However, there may already be a speed difference by defining it as a dReal[4]; the reason is that properly alligned memory data can be accessed more efficiently by the CPU. You should go to great lengths to ensure that every instance of dVector3 in your projects are atleast 4-byte aligned (virtually default), 16-byte alignments are better still and usually need to be enforced. This ensures that memory access (read/write) can be performed just a little bit faster. For example: You'll notice that if you used dReal[3] for an array of dVector3, then not every vector would fall onto a 16-byte boundary (provided that the first vector was properly alligned). Whereas it is guaranteed with dReal[4] (provided that the first vector was properly alligned).
public dReal SIMD_PADDING
Résultat dReal

X public_oe property

public dReal X
Résultat dReal