Optimize Mathf to use float versions of intrinsic

This commit is contained in:
2026-06-11 12:12:10 +02:00
parent eca822a2ff
commit d0844806d5
+22 -22
View File
@@ -74,7 +74,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Acos(float f)
{
return (float)Math.Acos(f);
return MathF.Acos(f);
}
/// <summary>
@@ -93,7 +93,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Asin(float f)
{
return (float)Math.Asin(f);
return MathF.Asin(f);
}
/// <summary>
@@ -102,7 +102,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Atan(float f)
{
return (float)Math.Atan(f);
return MathF.Atan(f);
}
/// <summary>
@@ -112,7 +112,7 @@ namespace FlaxEngine
/// <param name="x"></param>
public static float Atan2(float y, float x)
{
return (float)Math.Atan2(y, x);
return MathF.Atan2(y, x);
}
/// <summary>
@@ -121,7 +121,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Ceil(float f)
{
return (float)Math.Ceiling(f);
return MathF.Ceiling(f);
}
/// <summary>
@@ -163,7 +163,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Cos(float f)
{
return (float)Math.Cos(f);
return MathF.Cos(f);
}
/// <summary>
@@ -185,7 +185,7 @@ namespace FlaxEngine
/// <param name="power"></param>
public static float Exp(float power)
{
return (float)Math.Exp(power);
return MathF.Exp(power);
}
/// <summary>
@@ -194,7 +194,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Floor(float f)
{
return (float)Math.Floor(f);
return MathF.Floor(f);
}
/// <summary>
@@ -254,7 +254,7 @@ namespace FlaxEngine
/// <param name="p"></param>
public static float Log(float f, float p)
{
return (float)Math.Log(f, p);
return MathF.Log(f, p);
}
/// <summary>
@@ -263,7 +263,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Log(float f)
{
return (float)Math.Log(f);
return MathF.Log(f);
}
/// <summary>
@@ -272,7 +272,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Log10(float f)
{
return (float)Math.Log10(f);
return MathF.Log10(f);
}
/// <summary>
@@ -511,7 +511,7 @@ namespace FlaxEngine
/// <param name="p"></param>
public static float Pow(float f, float p)
{
return (float)Math.Pow(f, p);
return MathF.Pow(f, p);
}
/// <summary>
@@ -530,7 +530,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Round(float f)
{
return (float)Math.Round(f);
return MathF.Round(f);
}
/// <summary>
@@ -557,7 +557,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Sin(float f)
{
return (float)Math.Sin(f);
return MathF.Sin(f);
}
/// <summary>
@@ -840,7 +840,7 @@ namespace FlaxEngine
/// <returns>System.Int32.</returns>
public static int NextPowerOfTwo(int size)
{
return 1 << (int)Math.Ceiling(Math.Log(size, 2));
return 1 << (int)MathF.Ceiling(MathF.Log(size, 2));
}
/// <summary>
@@ -850,7 +850,7 @@ namespace FlaxEngine
/// <returns>System.Int32.</returns>
public static float NextPowerOfTwo(float size)
{
return (float)Math.Pow(2, Math.Ceiling(Math.Log(size, 2)));
return MathF.Pow(2, MathF.Ceiling(MathF.Log(size, 2)));
}
/// <summary>
@@ -862,7 +862,7 @@ namespace FlaxEngine
{
if (sRgbValue < 0.04045f)
return sRgbValue / 12.92f;
return (float)Math.Pow((sRgbValue + 0.055) / 1.055, 2.4);
return Mathf.Pow((sRgbValue + 0.055f) / 1.055f, 2.4f);
}
/// <summary>
@@ -874,7 +874,7 @@ namespace FlaxEngine
{
if (linearValue < 0.0031308f)
return linearValue * 12.92f;
return (float)(1.055 * Math.Pow(linearValue, 1 / 2.4) - 0.055);
return (float)(1.055 * MathF.Pow(linearValue, 1.0f / 2.4f) - 0.055);
}
/// <summary>
@@ -883,7 +883,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Sqrt(float f)
{
return (float)Math.Sqrt(f);
return MathF.Sqrt(f);
}
/// <summary>
@@ -931,7 +931,7 @@ namespace FlaxEngine
/// <param name="f"></param>
public static float Tan(float f)
{
return (float)Math.Tan(f);
return MathF.Tan(f);
}
/// <summary>
@@ -1181,7 +1181,7 @@ namespace FlaxEngine
/// <returns>Valid angle in radians.</returns>
public static float UnwindRadians(float angle)
{
var a = angle - (float)Math.Floor(angle / TwoPi) * TwoPi; // Loop function between 0 and TwoPi
var a = angle - (float)MathF.Floor(angle / TwoPi) * TwoPi; // Loop function between 0 and TwoPi
return a > Pi ? a - TwoPi : a; // Change range so it become Pi and -Pi
}
@@ -1208,7 +1208,7 @@ namespace FlaxEngine
/// <returns>Valid angle in degrees.</returns>
public static float UnwindDegrees(float angle)
{
var a = angle - (float)Math.Floor(angle / 360.0f) * 360.0f; // Loop function between 0 and 360
var a = angle - MathF.Floor(angle / 360.0f) * 360.0f; // Loop function between 0 and 360
return a > 180 ? a - 360.0f : a; // Change range so it become 180 and -180
}