public void Init() { m = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * 10000, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { m[i] = float3x3.identity; } }
public void Init() { rng = new Random(1); m = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * iterations, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < iterations; ++i) { m[i] = float3x3.identity; } }
public void Init() { rng = new Random(1); m = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * iterations, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < iterations; ++i) { m[i] = new float3x3(0.054824f, 0.462398f, 0.050136f, 0.054824f, 0.462398f, 0.050136f, 0.938166f, 0.542226f, 0.106844f); } }
public void Init() { q = (quaternion *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <quaternion>() * 10000, UnsafeUtility.AlignOf <quaternion>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { q[i] = quaternion.identity; } f3x3 = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * 10000, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { f3x3[i] = float3x3.identity; } }
public void Init() { v = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * 100000, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < 100000; ++i) { v[i] = new float3x3(1.0f); } hash = (uint3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <uint3>() * 100000, UnsafeUtility.AlignOf <uint3>(), Allocator.Persistent); for (int i = 0; i < 100000; ++i) { hash[i] = 0; } }
public void Init() { m1 = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * 10000, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { m1[i] = float3x3.identity; } m2 = (float3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3>() * 10000, UnsafeUtility.AlignOf <float3>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { m2[i] = new float3(1.0f, 0.0f, 0.0f); } }
public void Init() { rng = new Random(1); v = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * iterations, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < iterations; ++i) { v[i] = new float3x3(1.0f); } hash = (uint3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <uint3>() * iterations, UnsafeUtility.AlignOf <uint3>(), Allocator.Persistent); for (int i = 0; i < iterations; ++i) { hash[i] = 0; } }
public void Init() { rng = new Random(1); q = (quaternion *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <quaternion>() * iterations, UnsafeUtility.AlignOf <quaternion>(), Allocator.Persistent); for (int i = 0; i < iterations; ++i) { q[i] = quaternion.identity; } f3x3 = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * iterations, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < iterations; ++i) { f3x3[i] = float3x3.identity; } }
public void Init() { forward = (float3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3>() * 10000, UnsafeUtility.AlignOf <float3>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { forward[i] = math.normalize(new float3(1.0f)); } up = (float3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3>() * 10000, UnsafeUtility.AlignOf <float3>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { up[i] = math.normalize(new float3(0.0f, 1.0f, 0.0f)); } m = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * 10000, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { m[i] = float3x3.identity; } }
public void Init() { v = (float3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3>() * 10000, UnsafeUtility.AlignOf <float3>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { v[i] = math.normalize(new float3(1.0f)); } m = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * 10000, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { m[i] = float3x3.identity; } angle = (float *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float>() * 10000, UnsafeUtility.AlignOf <float>(), Allocator.Persistent); for (int i = 0; i < 10000; ++i) { angle[i] = 1.0f; } }
public void Init() { rng = new Random(1); v = (float3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3>() * iterations, UnsafeUtility.AlignOf <float3>(), Allocator.Persistent); for (int i = 0; i < iterations; ++i) { v[i] = math.normalize(new float3(1.0f)); } m = (float3x3 *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float3x3>() * iterations, UnsafeUtility.AlignOf <float3x3>(), Allocator.Persistent); for (int i = 0; i < iterations; ++i) { m[i] = float3x3.identity; } angle = (float *)UnsafeUtility.Malloc(UnsafeUtility.SizeOf <float>() * iterations, UnsafeUtility.AlignOf <float>(), Allocator.Persistent); for (int i = 0; i < iterations; ++i) { angle[i] = 1.0f; } }
public static unsafe void TestIdentityFloat3x3(float3x3 *mat) { *mat = float3x3.identity; }