C# 클래스 Tao.Ode.Ode.dVector3

파일 보기 프로젝트 열기: WolfgangSt/axiom

공개 프로퍼티들

프로퍼티 타입 설명
SIMD_PADDING dReal
X dReal

공개 메소드들

메소드 설명
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

메소드 상세

ToArray() 공개 메소드

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

dVector3() 공개 메소드

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

this() 공개 메소드

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
리턴 dReal

프로퍼티 상세

SIMD_PADDING 공개적으로 프로퍼티

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
리턴 dReal

X 공개적으로 프로퍼티

public dReal X
리턴 dReal