我有一个函数,在每次更新时调用数十万次,我需要对其进行优化。通常情况下,我遵循“不要过早优化”的原则,但这是一个关键的函数,几乎所有代码的时间都花在了这里,因此您能提供的任何建议都会有所帮助。我对优化XNA或C#代码的任何技巧也不太熟悉。你能帮我吗?
if (linearPosition.Y < _min.Y || linearPosition.Y > _max.Y)// the nonlinear space commisioned doesn't cover it so that's the behavior i want, same case with next line
{
return linearPosition;
}
if (linearPosition.X < _min.X || linearPosition.X > _max.X)
{
return linearPosition;
}
PositionData[] fourNearestPoints = new PositionData[4]
{
new PositionData {distance = float.MaxValue},
new PositionData {distance = float.MaxValue},
new PositionData {distance = float.MaxValue},
new PositionData {distance = float.MaxValue}
};
for (int x = 0; x < _restPositions.GetLength(0); x++)
{
for (int y = 0; y < _restPositions.GetLength(1); y++)
{
PositionData temp = new PositionData
{
indexX = x,
indexY = y,
value = _restPositions[x,y],
distance = (linearPosition - _restPositions[x,y]).Length()
};
if (temp.distance < fourNearestPoints[0].distance)
{
fourNearestPoints[3] = fourNearestPoints[2];
fourNearestPoints[2] = fourNearestPoints[1];
fourNearestPoints[1] = fourNearestPoints[0];
fourNearestPoints[0] = temp;
}
}
}
Vector2 averageRestVector = new Vector2((fourNearestPoints[0].value.X +
fourNearestPoints[1].value.X +
fourNearestPoints[2].value.X +
fourNearestPoints[3].value.X) / 4,
(fourNearestPoints[0].value.Y +
fourNearestPoints[1].value.Y +
fourNearestPoints[2].value.Y +
fourNearestPoints[3].value.Y) / 4);
Vector2 averageDeformedVector = new Vector2((_deformedPositions[fourNearestPoints[0].indexX, fourNearestPoints[0].indexY].X +
_deformedPositions[fourNearestPoints[1].indexX, fourNearestPoints[1].indexY].X +
_deformedPositions[fourNearestPoints[2].indexX, fourNearestPoints[2].indexY].X +
_deformedPositions[fourNearestPoints[3].indexX, fourNearestPoints[3].indexY].X) / 4,
(_deformedPositions[fourNearestPoints[0].indexX, fourNearestPoints[0].indexY].Y +
_deformedPositions[fourNearestPoints[1].indexX, fourNearestPoints[1].indexY].Y +
_deformedPositions[fourNearestPoints[2].indexX, fourNearestPoints[2].indexY].Y +
_deformedPositions[fourNearestPoints[3].indexX, fourNearestPoints[3].indexY].Y) / 4);
Vector2 displacement = averageDeformedVector - averageRestVector;
return linearPosition + displacement;