public void ExecuteTest(Operations operation, int innerIterations, Vector3 v1, Vector3 v2) { Vector3 res; switch (operation) { case Operations.Add_Operator: for (int i = 0; i < innerIterations; i++) { res = v1 + v2; res = v1 + v2; res = v1 + v2; res = v1 + v2; res = v1 + v2; res = v1 + v2; res = v1 + v2; res = v1 + v2; res = v1 + v2; res = v1 + v2; } break; case Operations.Add_Function: for (int i = 0; i < innerIterations; i++) { Vector3.Add(v1, v2); Vector3.Add(v1, v2); Vector3.Add(v1, v2); Vector3.Add(v1, v2); Vector3.Add(v1, v2); Vector3.Add(v1, v2); Vector3.Add(v1, v2); Vector3.Add(v1, v2); Vector3.Add(v1, v2); Vector3.Add(v1, v2); } break; case Operations.Sub_Operator: for (int i = 0; i < innerIterations; i++) { res = v1 - v2; res = v1 - v2; res = v1 - v2; res = v1 - v2; res = v1 - v2; res = v1 - v2; res = v1 - v2; res = v1 - v2; res = v1 - v2; res = v1 - v2; } break; case Operations.Sub_Function: for (int i = 0; i < innerIterations; i++) { Vector3.Subtract(v1, v2); Vector3.Subtract(v1, v2); Vector3.Subtract(v1, v2); Vector3.Subtract(v1, v2); Vector3.Subtract(v1, v2); Vector3.Subtract(v1, v2); Vector3.Subtract(v1, v2); Vector3.Subtract(v1, v2); Vector3.Subtract(v1, v2); Vector3.Subtract(v1, v2); } break; case Operations.Mul_Operator: for (int i = 0; i < innerIterations; i++) { res = v1 * v2; res = v1 * v2; res = v1 * v2; res = v1 * v2; res = v1 * v2; res = v1 * v2; res = v1 * v2; res = v1 * v2; res = v1 * v2; res = v1 * v2; } break; case Operations.Mul_Function: for (int i = 0; i < innerIterations; i++) { Vector3.Multiply(v1, v2); Vector3.Multiply(v1, v2); Vector3.Multiply(v1, v2); Vector3.Multiply(v1, v2); Vector3.Multiply(v1, v2); Vector3.Multiply(v1, v2); Vector3.Multiply(v1, v2); Vector3.Multiply(v1, v2); Vector3.Multiply(v1, v2); Vector3.Multiply(v1, v2); } break; case Operations.Dot: for (int i = 0; i < innerIterations; i++) { Vector3.Dot(v1, v2); Vector3.Dot(v1, v2); Vector3.Dot(v1, v2); Vector3.Dot(v1, v2); Vector3.Dot(v1, v2); Vector3.Dot(v1, v2); Vector3.Dot(v1, v2); Vector3.Dot(v1, v2); Vector3.Dot(v1, v2); Vector3.Dot(v1, v2); } break; case Operations.SquareRoot: for (int i = 0; i < innerIterations; i++) { Vector3.SquareRoot(v1); Vector3.SquareRoot(v1); Vector3.SquareRoot(v1); Vector3.SquareRoot(v1); Vector3.SquareRoot(v1); Vector3.SquareRoot(v1); Vector3.SquareRoot(v1); Vector3.SquareRoot(v1); Vector3.SquareRoot(v1); Vector3.SquareRoot(v1); } break; case Operations.Length_Squared: for (int i = 0; i < innerIterations; i++) { v1.LengthSquared(); v1.LengthSquared(); v1.LengthSquared(); v1.LengthSquared(); v1.LengthSquared(); v1.LengthSquared(); v1.LengthSquared(); v1.LengthSquared(); v1.LengthSquared(); v1.LengthSquared(); } break; case Operations.Normalize: for (int i = 0; i < innerIterations; i++) { Vector3.Normalize(v1); Vector3.Normalize(v1); Vector3.Normalize(v1); Vector3.Normalize(v1); Vector3.Normalize(v1); Vector3.Normalize(v1); Vector3.Normalize(v1); Vector3.Normalize(v1); Vector3.Normalize(v1); Vector3.Normalize(v1); } break; case Operations.Distance_Squared: for (int i = 0; i < innerIterations; i++) { Vector3.DistanceSquared(v1, v2); Vector3.DistanceSquared(v1, v2); Vector3.DistanceSquared(v1, v2); Vector3.DistanceSquared(v1, v2); Vector3.DistanceSquared(v1, v2); Vector3.DistanceSquared(v1, v2); Vector3.DistanceSquared(v1, v2); Vector3.DistanceSquared(v1, v2); Vector3.DistanceSquared(v1, v2); Vector3.DistanceSquared(v1, v2); } break; case Operations.Cross: for (int i = 0; i < innerIterations; i++) { Vector3.Cross(v1, v2); Vector3.Cross(v1, v2); Vector3.Cross(v1, v2); Vector3.Cross(v1, v2); Vector3.Cross(v1, v2); Vector3.Cross(v1, v2); Vector3.Cross(v1, v2); Vector3.Cross(v1, v2); Vector3.Cross(v1, v2); Vector3.Cross(v1, v2); } break; } }
public static Vector3 Random3DNormal() { // See https://stackoverflow.com/questions/5408276/sampling-uniformly-distributed-random-points-inside-a-spherical-volume var phi = ThreadSafeRandom.NextDouble() * 2 * Math.PI; // Random angle (radians) in [0,360) var costheta = ThreadSafeRandom.NextDouble() * 2 - 1; // Random point in [-1,1) var theta = Math.Acos(costheta); var result = new Vector3( (float)(Math.Sin(theta) * Math.Cos(phi)), (float)(Math.Sin(theta) * Math.Sin(phi)), (float)Math.Cos(theta) ); Debug.Assert(MathF.Abs(result.LengthSquared() - 1) < 0.001f); return(result); }