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Merge branch '0.9.3' into swizzle
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42cfff00a1
@ -65,21 +65,46 @@ namespace glm
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genType const & Max);
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/// Generate random numbers in the interval [Min, Max], according a gaussian distribution
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/// (From GLM_GTX_random extension)
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template <typename T, template <typename> class vecType>
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vecType<T> gaussRand(
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vecType<T> const & Mean,
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vecType<T> const & Deviation);
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///
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/// @param Mean
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/// @param Deviation
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/// @see gtc_random
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template <typename genType>
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genType gaussRand(
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genType const & Mean,
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genType const & Deviation);
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/// Generate a random 2D vector which coordinates are regulary distributed on a circle of a given radius
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/// (From GLM_GTX_random extension)
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///
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/// @param Radius
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/// @see gtc_random
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template <typename T>
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detail::tvec2<T> circularRand(T const & Radius);
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detail::tvec2<T> circularRand(
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T const & Radius);
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/// Generate a random 3D vector which coordinates are regulary distributed on a sphere of a given radius
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/// (From GLM_GTX_random extension)
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///
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/// @param Radius
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/// @see gtc_random
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template <typename T>
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detail::tvec3<T> sphericalRand(T const & Radius);
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detail::tvec3<T> sphericalRand(
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T const & Radius);
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/// Generate a random 2D vector which coordinates are regulary distributed within the area of a disk of a given radius
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///
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/// @param Radius
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/// @see gtc_random
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template <typename T>
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detail::tvec2<T> diskRand(
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T const & Radius);
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/// Generate a random 3D vector which coordinates are regulary distributed within the volume of a ball of a given radius
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///
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/// @param Radius
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/// @see gtc_random
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> ballRand(
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T const & Radius);
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/// @}
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}//namespace glm
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@ -12,5 +12,197 @@
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namespace glm{
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template <>
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GLM_FUNC_QUALIFIER glm::half linearRand
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(
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glm::half const & Min,
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glm::half const & Max
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)
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{
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return glm::half(float(std::rand()) / float(RAND_MAX) * (float(Max) - float(Min)) + float(Min));
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}
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template <>
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GLM_FUNC_QUALIFIER float linearRand
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(
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float const & Min,
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float const & Max
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)
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{
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return float(std::rand()) / float(RAND_MAX) * (Max - Min) + Min;
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}
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template <>
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GLM_FUNC_QUALIFIER double linearRand
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(
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double const & Min,
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double const & Max
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)
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{
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return double(std::rand()) / double(RAND_MAX) * (Max - Min) + Min;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> linearRand
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(
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detail::tvec2<T> const & Min,
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detail::tvec2<T> const & Max
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)
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{
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return detail::tvec2<T>(
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linearRand(Min.x, Max.x),
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linearRand(Min.y, Max.y));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> linearRand
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(
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detail::tvec3<T> const & Min,
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detail::tvec3<T> const & Max
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)
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{
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return detail::tvec3<T>(
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linearRand(Min.x, Max.x),
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linearRand(Min.y, Max.y),
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linearRand(Min.z, Max.z));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec4<T> linearRand
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(
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detail::tvec4<T> const & Min,
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detail::tvec4<T> const & Max
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)
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{
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return detail::tvec4<T>(
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linearRand(Min.x, Max.x),
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linearRand(Min.y, Max.y),
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linearRand(Min.z, Max.z),
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linearRand(Min.w, Max.w));
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}
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template <typename genType>
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GLM_FUNC_QUALIFIER genType gaussRand
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(
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genType const & Mean,
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genType const & Deviation
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)
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{
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genType w, x1, x2;
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do
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{
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x1 = compRand1(genType(-1), genType(1));
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x2 = compRand1(genType(-1), genType(1));
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w = x1 * x1 + x2 * x2;
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} while(w > genType(1));
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return x2 * std_deviation * std_deviation * sqrt((genType(-2) * log(w)) / w) + mean;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> gaussRand
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(
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detail::tvec2<T> const & Min,
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detail::tvec2<T> const & Max
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)
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{
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return detail::tvec2<T>(
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gaussRand(Min.x, Max.x),
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gaussRand(Min.y, Max.y));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> gaussRand
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(
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detail::tvec3<T> const & Min,
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detail::tvec3<T> const & Max
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)
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{
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return detail::tvec3<T>(
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gaussRand(Min.x, Max.x),
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gaussRand(Min.y, Max.y),
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gaussRand(Min.z, Max.z));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec4<T> gaussRand
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(
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detail::tvec4<T> const & Min,
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detail::tvec4<T> const & Max
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)
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{
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return detail::tvec4<T>(
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gaussRand(Min.x, Max.x),
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gaussRand(Min.y, Max.y),
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gaussRand(Min.z, Max.z),
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gaussRand(Min.w, Max.w));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> diskRand
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(
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T const & Radius
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)
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{
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detail::tvec2<T> Result(T(0));
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T LenRadius(T(0));
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do
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{
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Result = compRand2(-Radius, Radius);
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LenRadius = length(Result);
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}
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while(LenRadius > Radius);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> ballRand
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(
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T const & Radius
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)
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{
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detail::tvec3<T> Result(T(0));
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T LenRadius(T(0));
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do
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{
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Result = compRand3(-Radius, Radius);
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LenRadius = length(Result);
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}
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while(LenRadius > Radius);
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return Result;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> circularRand
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(
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T const & Radius
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)
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{
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T a = compRand1<T>(T(0), T(6.283185307179586476925286766559f));
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return detail::tvec2<T>(cos(a), sin(a)) * Radius;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> sphericalRand
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(
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T const & Radius
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)
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{
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T z = compRand1(T(-1), T(1));
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T a = compRand1(T(0), T(6.283185307179586476925286766559f));
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T r = sqrt(T(1) - z * z);
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T x = r * cos(a);
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T y = r * sin(a);
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return detail::tvec3<T>(x, y, z) * Radius;
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}
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}//namespace glm
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@ -8,11 +8,11 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <glm/glm.hpp>
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#include <glm/gtx/random.hpp>
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#include <glm/gtc/random.hpp>
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#include <glm/gtx/epsilon.hpp>
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#include <iostream>
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int test_signedRand1()
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int test_linearRand()
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{
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int Error = 0;
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@ -21,8 +21,8 @@ int test_signedRand1()
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double ResultDouble = 0.0f;
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for(std::size_t i = 0; i < 100000; ++i)
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{
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ResultFloat += glm::signedRand1<float>(/*-1.0f, 1.0f*/);
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ResultDouble += glm::signedRand1<double>(/*-1.0, 1.0*/);
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ResultFloat += glm::linearRand(-1.0f, 1.0f);
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ResultDouble += glm::linearRand(-1.0, 1.0);
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}
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Error += glm::equalEpsilon(ResultFloat, 0.0f, 0.0001f);
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@ -93,7 +93,7 @@ int main()
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{
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int Error = 0;
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Error += test_signedRand1();
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Error += test_linearRand();
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Error += test_normalizedRand2();
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Error += test_normalizedRand3();
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