bgc-c/basic-geometry-dev/main.c

150 lines
4 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <basic-geometry.h>
#ifdef _WIN64
#include <windows.h>
#else
#include <time.h>
#endif // _WINDOWS_
typedef struct {
versor_fp32_t versor1, versor2, result;
matrix3x3_fp32_t matrix;
vector3_fp32_t vector1, vector2;
} structure_fp32_t;
structure_fp32_t* allocate_structures(const unsigned int amount)
{
return calloc(amount, sizeof(structure_fp32_t));
}
structure_fp32_t* make_structures(const unsigned int amount)
{
structure_fp32_t* list = allocate_structures(amount);
if (list == 0) {
return 0;
}
const float multiplier = 2.0f / RAND_MAX;
for (unsigned int i = 0; i < amount; i++) {
versor_fp32_set_values(
rand() * multiplier - 1.0f,
rand() * multiplier - 1.0f,
rand() * multiplier - 1.0f,
rand() * multiplier - 1.0f,
&list[i].versor1
);
versor_fp32_set_values(
rand() * multiplier - 1.0f,
rand() * multiplier - 1.0f,
rand() * multiplier - 1.0f,
rand() * multiplier - 1.0f,
&list[i].versor2
);
versor_reset_fp32(&list[i].result);
matrix3x3_fp32_set_to_identity(&list[i].matrix);
vector3_set_fp32(
rand() * multiplier - 1.0f,
rand() * multiplier - 1.0f,
rand() * multiplier - 1.0f,
&list[i].vector1
);
vector3_reset_fp32(&list[i].vector2);
}
return list;
}
void print_versor_fp32(const versor_fp32_t* versor)
{
printf("Versor (%f, %f, %f, %f)\n", versor->s0, versor->x1, versor->x2, versor->x3);
}
void print_versor_fp64(const versor_fp64_t* versor)
{
printf("Versor (%lf, %lf, %lf, %lf)\n", versor->s0, versor->x1, versor->x2, versor->x3);
}
void print_vector_fp32(const vector3_fp32_t* vector)
{
printf("(%f, %f, %f) / %f\n", vector->x1, vector->x2, vector->x3, vector3_get_modulus_fp32(vector));
}
void print_vector_fp64(const vector3_fp64_t* vector)
{
printf("(%lf, %lf, %lf) / %lf\n", vector->x1, vector->x2, vector->x3, vector3_get_modulus_fp64(vector));
}
void item_work(structure_fp32_t* item)
{
versor_fp32_combine(&item->versor1, &item->versor1, &item->result);
versor_fp32_make_rotation_matrix(&item->result, &item->matrix);
matrix3x3_fp32_right_product(&item->matrix, &item->vector1, &item->vector2);
}
int main()
{
const unsigned int amount = 1000000;
structure_fp32_t* list;
#ifdef _WIN64
ULONGLONG now, start, end;
now = GetTickCount64();
srand((unsigned int)(now & 0xfffffff));
#else
struct timespec start, end;
clock_gettime(0, &start);
srand((unsigned int)(start.tv_nsec & 0xfffffff));
#endif // _WIN64
list = make_structures(amount);
#ifdef _WIN64
end = GetTickCount64();
printf("Setup time: %lld\n", end - now);
start = GetTickCount64();
#else
clock_gettime(CLOCK_REALTIME, &end);
printf("Time: %lf\n", (end.tv_sec - start.tv_sec) * 1000.0 + (end.tv_nsec - start.tv_nsec) * 0.000001);
clock_gettime(CLOCK_REALTIME, &start);
#endif // _WIN64
for (unsigned int i = 0; i < amount; i++) {
for (int j = 0; j < 1000; j++) {
//item_work(list + i);
versor_fp32_combine(&list[i].versor1, &list[i].versor2, &list[i].result);
versor_fp32_make_rotation_matrix(&list[i].result, &list[i].matrix);
matrix3x3_fp32_right_product(&list[i].matrix, &list[i].vector1, &list[i].vector2);
//versor_fp32_turn(&list[i].result, &list[i].vector1, &list[i].vector2);
}
}
#ifdef _WIN64
end = GetTickCount64();
printf("Time: %lld\n", end - start);
#else
clock_gettime(CLOCK_REALTIME, &end);
printf("Time: %lf\n", (end.tv_sec - start.tv_sec) * 1000.0 + (end.tv_nsec - start.tv_nsec) * 0.000001);
#endif // _WIN64
//print_versor_fp32(&list[10].versor1);
//print_versor_fp32(&list[10].versor2);
//print_versor_fp32(&list[10].result);
free(list);
return 0;
}