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gosse Administrator indieground.com Posts: 86

Joined: Apr 2006 Location: Montreal, QC, CA
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(reposted from Nuloen forum - May 10, 2004)
I have been toying around with distances between entities or 3D coordinates.
I've come up with a couple tests:
| Code
Graphics3D 640, 480
SetBuffer BackBuffer()
tmrFPS = CreateTimer(40)
SeedRnd MilliSecs()
pvt1 = CreatePivot()
pvt2 = CreatePivot()
PositionEntity pvt1, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500
PositionEntity pvt2, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500
Cls
tmr = MilliSecs() + 1000
i = 0
While tmr > MilliSecs()
If EntityDistance(pvt1, pvt2) < 1000 Then
End If
i = i + 1
Wend
Print "Checks with EntityDistance: " + i
tmr = MilliSecs() + 1000
i = 0
While tmr > MilliSecs()
If EntityRange(pvt1, pvt2, 1000) Then
End If
i = i + 1
Wend
Print "Checks with sqr'ed distance and range: " + i
While Not KeyDown(1)
WaitTimer tmrFPS
Wend
While Not KeyDown(1)
WaitTimer tmrFPS
Cls
RenderWorld
Flip
Wend
End
Function EntityRange(entity1, entity2, iRange)
Return CheckRange(EntityX(entity1), EntityY(entity1), EntityZ(entity1), EntityX(entity2), EntityY(entity2), EntityZ(entity2), iRange)
End Function
Function CheckRange(x1#, y1#, z1#, x2#, y2#, z2#, iRange)
width# = x1# - x2#
height# = y1# - y2#
depth# = z1# - z2#
Return ((witdh * width + depth * depth + height * height) < iRange * iRange)
End Function
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This compares using either EntityDistance or getting the EntityXYZ coords and checking with a squared range (so no performance is lost due to a square root).
What I've found out with those tests is that EntityDistance is faster because calling EntityXYZs costs a lot of process time.
But if you use predefined values (variables) for the position, it will be a lot faster.
This led me to try something else:
| Code
Graphics3D 640, 480
SetBuffer BackBuffer()
tmrFPS = CreateTimer(40)
SeedRnd MilliSecs()
Function PointDistance1#(x1#, y1#, z1#, x2#, y2#, z2#)
width# = x1# - x2#
height# = y1# - y2#
depth# = z1# - z2#
Return Sqr#(witdh * width + depth * depth + height * height)
End Function
Function PointDistance2#(x1#, y1#, z1#, x2#, y2#, z2#)
pvt1 = CreatePivot()
pvt2 = CreatePivot()
PositionEntity pvt1, x1, y1, z1
PositionEntity pvt2, x2, y2, z2
dist# = EntityDistance(pvt1, pvt2)
FreeEntity pvt1
FreeEntity pvt2
Return dist#
End Function
Global opvt1 = CreatePivot()
Global opvt2 = CreatePivot()
Function PointDistance3#(x1#, y1#, z1#, x2#, y2#, z2#)
PositionEntity opvt1, x1, y1, z1
PositionEntity opvt2, x2, y2, z2
Return EntityDistance(opvt1, opvt2)
End Function
Function PointDistanceSqr#(x1#, y1#, z1#, x2#, y2#, z2#)
width# = x1# - x2#
height# = y1# - y2#
depth# = z1# - z2#
Return (witdh * width + depth * depth + height * height)
End Function
pvt1 = CreatePivot()
pvt2 = CreatePivot()
PositionEntity pvt1, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500
PositionEntity pvt2, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500
Cls
tmr = MilliSecs() + 1000
i = 0
While tmr > MilliSecs()
If pointdistance1(Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500) Then
End If
i = i + 1
Wend
Print "calculations: " + i
tmr = MilliSecs() + 1000
i = 0
While tmr > MilliSecs()
If pointdistance2(Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500) Then
End If
i = i + 1
Wend
Print "create & free pivots + entitydistance: " + i
tmr = MilliSecs() + 1000
i = 0
While tmr > MilliSecs()
If pointdistance3(Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500) Then
End If
i = i + 1
Wend
Print "use global pivots and entitydistance: " + i
tmr = MilliSecs() + 1000
i = 0
While tmr > MilliSecs()
If pointdistancesqr(Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500, Rnd(0, 1000) - 500) Then
End If
i = i + 1
Wend
Print "pointdistance squared: " + i
While Not KeyDown(1)
WaitTimer tmrFPS
Wend
While Not KeyDown(1)
WaitTimer tmrFPS
Cls
RenderWorld
Flip
Wend
End
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This compares 4 things:
Using pythogorean calculations, creating pivots and using entitydistance, using global pivots with entitydistance and using calculations but return the square value of the distance, not losing CPU time making the square root as they are costly.
Obviously, creating pivots and using entitydistance was awfully slow and really not a viable method.
However, I was about certain that using global pivots would be d**n quick, but I was proved wrong. It was quick, but using the calculations was faster.
And also, using calculations without the square root was even faster.
Conclusions
If you need to compare the distance of 2 Blitz entities you are better off using EntityDistance.
However, if their coordinates are already stored into memory (so you don't have to call entityXYZ, or they are already called anyways), you are gaining speed by using a custom PointDistance function.
If you only need to check with a simple range, you can gain another bit of speed by using a PointDistanceSquared function and checking with the squared range (Range*Range). Last edited on Tue 16 Jun 2009 at 01:31:12 by gosse. | |