Unity net平台的float精度问题
帧同步的话,这个问题尤为突出,可用定点数来替代浮点数解决
1…..可以自己实现一套,简单的方案,就是全程用long来运算在需要转换的时候才转换
基本思想如下,在数值运算时,直接long和long 之间的运算,如果比如long和float运算,那么用函数Parse转换为long再运算,这种效率相对Fix64那种方法速度更快,并且具备可读性,在这里应该严格控制逻辑的输入和运算都是long(int64),只有在输出需要其他数据类型才转换,比如UI显示,输出到unity。。。在这个简易的定点数算法里面,非常容易溢出,原因在于用于表示小数部分的数字在参与进来的时候容易溢出,相同的数量级的数子,之所以float不会溢出是因为其用的科学计数法,而这个简易的并没有用科学计数法来表示。
public struct Decimal { public const long MaxValue = long.MaxValue; public const long MinValue = long.MinValue; //转换规则,用大精度转换为小精度,比如float就用double来转换 //对于乘除来说, 他们之间并不能直接相除 long_a*long_a / split_xxx 才是真正的结果 public const long SPLIT_LONG = 100000; public const int SPLIT_INT = 100000; public const float SPLIT_FLOAT = 100000.0f; public const double SPLIT_DOUBLE = 100000.0; public long value; public Decimal(Decimal other) { this.value = other.value; } public Decimal(long value) { this.value = value;// 默认构造不认为是定点 需要手动调用parse } public Decimal(double value) { this.value = Parse(value); } public Decimal(float value) { this.value = Parse(value); } public Decimal(int value) { this.value = Parse(value); } public static implicit operator Decimal(float value) { return new Decimal(value); } public static implicit operator Decimal(double value) { return new Decimal(value); } public static implicit operator Decimal(int value) { return new Decimal(value); } public static implicit operator Decimal(long value) { return new Decimal(value); } public static long Parse(float v) { double tmp = v; return (long)(tmp * SPLIT_DOUBLE); } public static long Parse(int v) { long tmp = v; return (long)(tmp * SPLIT_INT); } public static long Parse(double v) { double tmp = v; return (long)(tmp * SPLIT_DOUBLE); } public static double ToDouble(long v) { return (double)v / SPLIT_DOUBLE; } public static int ToInt(long v) { return (int)(v / SPLIT_LONG); } public static double ToFloat(long v) { return (float)ToDouble(v); } public static double ToDouble(Decimal v) { return (double)v.value / SPLIT_DOUBLE; } public static int ToInt(Decimal v) { return (int)(v.value / SPLIT_LONG); } public static double ToFloat(Decimal v) { return (float)ToDouble(v); } public static Decimal operator *(Decimal x, Decimal y) { } }
2…..另外也有一个现成的 用long 的定点数库 Fix64
https://github.com/jjcat/FixedMath.Net/blob/master/Fix64.cs
2…..另外也有一个现成的 用long 的定点数库 Fix64
核心算法是,用末尾32位表示小数部分
该算法的rawvalue并不直接可读,虽然是struct分配是在stack但是速度依然比较慢,可以看做是用long来实现的科学计数法,
long xxxx=0 ; const int FRACTIONAL_PLACES = 32; const long ONE = 1L << FRACTIONAL_PLACES; xxxx += ONE * 5; xxxx += ONE * 2; Debug.LogError((float)xxxx / ONE + " " + ONE);
输出7
以下是对相同数据量运算的简单测试
using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using FixMath.NET; using System.Runtime.InteropServices; public class NewBehaviourScript : MonoBehaviour { // Use this for initialization void Start() { // this.GetComponent<Animator>().Play("npc_ani_100011_attack_01"); // this.GetComponent<Animator>().Play("npc_ani_100011_standby_01"); long xx = 2; decimal bb = 2; float ff = 2f; Fix64 fx = (Fix64)2f; long dd = 2 * Decimal.SPLIT_LONG; System.Diagnostics.Stopwatch aa = new System.Diagnostics.Stopwatch(); aa.Stop(); aa.Reset(); aa.Start(); for (int i = 0; i < 999999; i++) { xx *= 2; xx /= 2; } Debug.LogError("long time=" + aa.ElapsedMilliseconds + " " + xx); aa.Stop(); aa.Reset(); aa.Start(); for (int i = 0; i < 999999; i++) { bb *= 2; bb /= 2; } Debug.LogError("decimal time=" + aa.ElapsedMilliseconds); aa.Stop(); aa.Reset(); aa.Start(); for (int i = 0; i < 999999; i++) { ff *= 2f; ff /= 2f; } Debug.LogError("float time=" + aa.ElapsedMilliseconds + " " + ff); aa.Stop(); aa.Reset(); aa.Start(); for (int i = 0; i < 999999; i++) { fx = Fix64.FastMul((Fix64)2f, fx); fx /= (Fix64)2f; } Debug.LogError("fix64 with float time=" + aa.ElapsedMilliseconds); Fix64 twof = (Fix64)2f; aa.Stop(); aa.Reset(); aa.Start(); for (int i = 0; i < 999999; i++) { fx = Fix64.FastMul(twof, fx); fx /= twof; } Debug.LogError("fix64 time=" + aa.ElapsedMilliseconds); aa.Stop(); aa.Reset(); aa.Start(); for (int i = 0; i < 999999; i++) { dd *= Decimal.Parse(2f); dd /= Decimal.Parse(2f); } Debug.LogError("light decimal time=" + aa.ElapsedMilliseconds + " " + Decimal.ToDouble(dd)); /* long xxxx=0 ; const int FRACTIONAL_PLACES = 16; const long ONE = 1L << FRACTIONAL_PLACES; xxxx += ONE * 5; xxxx += ONE * 2; Debug.LogError((float)xxxx / ONE + " " + ONE + " " + ONE*ONE/ONE);*/ } // Update is called once per frame void Update() { } }
可见Fix64的运算速度 并不是很快