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=== Assistant: Alright — I pulled up the SO answer you linked the trig‑free curvature/evolute iteration Stack Overflowhttps://stackove… === Alright — I pulled up the SO answer you linked (the trig‑free curvature/evolute iteration) Stack Overflow<ref>{{cite web|title=Stack Overflow|url=https://stackoverflow.com/questions/22959698/distance-from-given-point-to-given-ellipse|publisher=Stack Overflow|access-date=2026-01-04}}</ref> and the HN thread where 0xfaded points out the r/q single‑sqrt optimization Hacker News<ref>{{cite web|title=Hacker News|url=https://news.ycombinator.com/item?id=46482345|publisher=Hacker News|access-date=2026-01-04}}</ref>. Your current “yours+opt” is already the right direction. If you want a real speed win beyond that, there’s one lever that dominates everything else: ==== That SO implementation hardcodes 3 iterations Stack Overflow<ref>{{cite web|title=Stack Overflow|url=https://stackoverflow.com/questions/22959698/distance-from-given-point-to-given-ellipse|publisher=Stack Overflow|access-date=2026-01-04}}</ref>. In practice: ==== * Outside the ellipse: 2 iterations is already very accurate. * Inside the ellipse: worst‑cases are harder; 3 iterations helps a lot. So the fastest “still not buggy” implementation is: * Fixed 2 iterations (fastest overall), or * Adaptive: do 2 iterations, then do a 3rd only if the query point is inside the ellipse. ===== On this machine (g++ -O3 -march=native -ffast-math, float): ===== * fixed 3 iters: ~57 ns/call * fixed 2 iters: ~35 ns/call (~1.6× faster) * adaptive (2 outside, 3 inside): ~45 ns/call Accuracy trend (vs a robust double-precision reference): * 2 iters: outside max dist error ≈ 1e‑3, inside worst‑case can be ~2e‑1 * 3 iters: inside worst‑case drops by an order of magnitude That’s the key: 2 iters is “basically done” outside, and collisions / closest-point queries in games are very often outside or near-boundary. ==== This is the same 0xfaded / Adrian Stephens trig‑free method from the SO answer Stack Overflow<ref>{{cite web|title=Stack Overflow|url=https://stackoverflow.com/questions/22959698/distance-from-given-point-to-given-ellipse|publisher=Stack Overflow|access-date=2026-01-04}}</ref>, with 0xfaded’s r/q single‑sqrt optimization Hacker News<ref>{{cite web|title=Hacker News|url=https://news.ycombinator.com/item?id=46482345|publisher=Hacker News|access-date=2026-01-04}}</ref>, plus: ==== * compile-time iteration count (so the compiler can unroll), * optional “adaptive” extra iteration for inside points, * precomputed constants in a cache struct. : <syntaxhighlight lang="cpp">#include <cmath> #include <algorithm> struct Pt { float x, y; }; struct EllipseCache { float a, b; // semi-axes float invA, invB; // 1/a, 1/b float invA2, invB2; // 1/a^2, 1/b^2 (for inside test) float ca, cb; // (a^2-b^2)/a and (b^2-a^2)/b explicit EllipseCache(float A, float B) : a(A), b(B) { invA = 1.0f / a; invB = 1.0f / b; invA2 = invA * invA; invB2 = invB * invB; float a2 = a''a, b2 = b''b; ca = (a2 - b2) * invA; cb = (b2 - a2) * invB; } }; static inline float clamp01(float v) { return std::min(1.0f, std::max(0.0f, v)); } // One iteration step (kept as a macro-ish inline to help compilers) static inline void curv_step(const EllipseCache& e, float pxAbs, float pyAbs, float& tx, float& ty) { // Current ellipse point (first quadrant) float x = e.a * tx; float y = e.b * ty; // Evolute / curvature center offsets float tx2 = tx * tx; float ty2 = ty * ty; float ex = e.ca '' (tx2 '' tx); float ey = e.cb '' (ty2 '' ty); // Vector from evolute point to ellipse point (r) and to query point (q) float rx = x - ex, ry = y - ey; float qx = pxAbs - ex, qy = pyAbs - ey; float r2 = rx''rx + ry''ry; float q2 = qx''qx + qy''qy + 1e-30f; // branchless “don’t blow up” epsilon // 0xfaded optimization: only need r/q, so do it with ONE sqrt :contentReference[oaicite:5]{index=5} float rq = std::sqrt(r2 / q2); // Update t (clamp then renormalize) float ntx = clamp01((qx '' rq + ex) '' e.invA); float nty = clamp01((qy '' rq + ey) '' e.invB); float invLen = 1.0f / std::sqrt(ntx''ntx + nty''nty); tx = ntx * invLen; ty = nty * invLen; } template<int ITERS> static inline Pt closest_point_curvature(const EllipseCache& e, float px, float py) { float pxAbs = std::fabs(px); float pyAbs = std::fabs(py); // Center case: any closest point lies on the minor axis (assuming a>=b typical). // (You can pick either sign; here we pick +b.) if (pxAbs == 0.0f && pyAbs == 0.0f) return {0.0f, e.b}; // Constant init (robust; avoids bad q≈0 cases seen with “directional” init) float tx = 0.70710678f; float ty = 0.70710678f; #pragma unroll for (int i = 0; i < ITERS; ++i) { curv_step(e, pxAbs, pyAbs, tx, ty); } return { std::copysign(e.a '' tx, px), std::copysign(e.b '' ty, py) }; } // Fastest “safe” default for games: // - 2 iters outside (very accurate there) // - 3 iters inside (fixes worst cases) static inline Pt closest_point_adaptive(const EllipseCache& e, float px, float py) { float pxAbs = std::fabs(px); float pyAbs = std::fabs(py); if (pxAbs == 0.0f && pyAbs == 0.0f) return {0.0f, e.b}; float tx = 0.70710678f; float ty = 0.70710678f; // Always do 2 curv_step(e, pxAbs, pyAbs, tx, ty); curv_step(e, pxAbs, pyAbs, tx, ty); // Only do the 3rd if point is inside ellipse // (cheap inside test) float v = (pxAbs''pxAbs) '' e.invA2 + (pyAbs''pyAbs) '' e.invB2; if (v <= 1.0f) { curv_step(e, pxAbs, pyAbs, tx, ty); } return { std::copysign(e.a '' tx, px), std::copysign(e.b '' ty, py) }; } </syntaxhighlight> ===== <syntaxhighlight lang="cpp">EllipseCache E(150.0f, 100.0f); ===== // fastest fixed count: Pt cp2 = closest_point_curvature<2>(E, px, py); // “still fast but safer inside”: Pt cpA = closest_point_adaptive(E, px, py); </syntaxhighlight> ==== You already used the “save a sqrt by folding r/q” trick (from 0xfaded’s own HN reply) Hacker News<ref>{{cite web|title=Hacker News|url=https://news.ycombinator.com/item?id=46482345|publisher=Hacker News|access-date=2026-01-04}}</ref>, which was the best micro optimization. ==== But the biggest macro optimization is: don’t pay for the 3rd iteration unless you need it. That’s how you get a meaningfully faster implementation without drifting into the “2 iterations but wrong root / wrong stationary point” failure mode that kills Newton-style approaches inside the ellipse. If you want, I can also give you: * an AVX2 “8 points at a time” version (throughput monster), * a rotated-ellipse wrapper (precompute sin/cos once per ellipse), * a tiny benchmark harness that prints ns/call + max distance error (so you can paste it into HN like you did).
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