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Created GTC_random
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glm/gtc/random.hpp
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glm/gtc/random.hpp
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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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/// Permission is hereby granted, free of charge, to any person obtaining a copy
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/// of this software and associated documentation files (the "Software"), to deal
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/// in the Software without restriction, including without limitation the rights
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/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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/// copies of the Software, and to permit persons to whom the Software is
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/// furnished to do so, subject to the following conditions:
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///
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/// The above copyright notice and this permission notice shall be included in
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/// all copies or substantial portions of the Software.
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///
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/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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/// THE SOFTWARE.
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///
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/// @ref gtc_random
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/// @file glm/gtc/random.hpp
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/// @date 2011-09-18 / 2011-09-18
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/// @author Christophe Riccio
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///
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/// @see core (dependence)
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/// @see gtc_half_float (dependence)
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/// @see gtx_random (extended)
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///
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/// @defgroup gtc_random GLM_GTC_random: Random number generation
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/// @ingroup gtc
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///
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/// @brief Generate random number from various distribution methods
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///
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/// <glm/gtc/random.hpp> need to be included to use these functionalities.
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///////////////////////////////////////////////////////////////////////////////////
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#ifndef GLM_GTC_random
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#define GLM_GTC_random GLM_VERSION
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// Dependency:
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#include "../glm.hpp"
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#include "../gtc/half_float.hpp"
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#if(defined(GLM_MESSAGES) && !defined(glm_ext))
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# pragma message("GLM: GLM_GTC_random extension included")
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#endif
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namespace glm
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{
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/// @addtogroup gtc_random
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/// @{
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/// Generate a random number in the interval [-1, 1], according a linear distribution.
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/// From GLM_GTC_random extension.
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template <typename T> T signedRand1();
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template <> float signedRand1(); //!< \brief Generate a random number in the interval [-1, 1], according a linear distribution (From GLM_GTX_random extension)
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template <> double signedRand1(); //!< \brief Generate a random number in the interval [-1, 1], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> signedRand2(); //!< \brief Generate 2 random numbers in the interval [-1, 1], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> signedRand3(); //!< \brief Generate 3 random numbers in the interval [-1, 1], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec4<T> signedRand4(); //!< \brief Generate 4 random numbers in the interval [-1, 1], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> normalizedRand2(); //!< \brief Generate a normalized 2D vector regulary distribute on a circle (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> normalizedRand2(T Min, T Max); //!< \brief Generate a scaled and normalized 2D vector regulary distribute on a circle (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> normalizedRand3(); //!< \brief Generate a normalized 3D vector regulary distribute on a sphere (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> normalizedRand3(T Min, T Max); //!< \brief Generate a scaled and normalized 3D vector regulary distribute on a sphere (From GLM_GTX_random extension)
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template <typename T> T compRand1(); //!< \brief Generate a random number in the interval [0, 1], according a linear distribution (From GLM_GTX_random extension)
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template <> float compRand1(); //!< \brief Generate a random number in the interval [0, 1], according a linear distribution (From GLM_GTX_random extension)
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template <> double compRand1(); //!< \brief Generate a random number in the interval [0, 1], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> T compRand1(T Min, T Max); //!< \brief Generate a random number in the interval [Min, Max], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> compRand2(T Min, T Max); //!< \brief Generate 2 random numbers in the interval [Min, Max], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> compRand3(T Min, T Max); //!< \brief Generate 3 random numbers in the interval [Min, Max], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec4<T> compRand4(T Min, T Max); //!< \brief Generate 4 random numbers in the interval [Min, Max], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> compRand2(const detail::tvec2<T>& Min, const detail::tvec2<T>& Max); //!< \brief Generate 2 random numbers in the interval [Min, Max], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> compRand3(const detail::tvec3<T>& Min, const detail::tvec3<T>& Max); //!< \brief Generate 3 random numbers in the interval [Min, Max], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> compRand4(const detail::tvec4<T>& Min, const detail::tvec4<T>& Max); //!< \brief Generate 4 random numbers in the interval [Min, Max], according a linear distribution (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> vecRand2(); //!< \brief Generate a random normalized 2 component vector. It's a spherical uniform distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> vecRand2(T MinRadius, T MaxRadius); //!< \brief Generate a random normalized 2 component vector. It's a spherical uniform distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> vecRand3(); //!< \brief Generate a random normalized 3 component vector. It's a spherical uniform distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> vecRand3(T MinRadius, T MaxRadius); //!< \brief Generate a random normalized 3 component vector. It's a spherical uniform distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec4<T> vecRand4(); //!< \brief Generate a random normalized 4 component vector. It's a spherical uniform distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec4<T> vecRand4(T MinRadius, T MaxRadius); //!< \brief Generate a random normalized 4 component vector. It's a spherical uniform distribution. (From GLM_GTX_random extension)
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template <typename T> T gaussRand1(T mean, T std_deviation); //!< \brief Gererate a random floating number according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> gaussRand2(T mean, T std_deviation); //!< \brief Gererate 2 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> gaussRand3(T mean, T std_deviation); //!< \brief Gererate 3 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec4<T> gaussRand4(T mean, T std_deviation); //!< \brief Gererate 4 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> gaussRand2(const detail::tvec2<T>& mean, T std_deviation); //!< \brief Gererate 2 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> gaussRand3(const detail::tvec3<T>& mean, T std_deviation); //!< \brief Gererate 3 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec4<T> gaussRand4(const detail::tvec4<T>& mean, T std_deviation); //!< \brief Gererate 4 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> gaussRand2(T mean, const detail::tvec2<T>& std_deviation); //!< \brief Gererate 2 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> gaussRand3(T mean, const detail::tvec3<T>& std_deviation); //!< \brief Gererate 3 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec4<T> gaussRand4(T mean, const detail::tvec4<T>& std_deviation); //!< \brief Gererate 4 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec2<T> gaussRand2(const detail::tvec2<T>& mean, const detail::tvec2<T>& std_deviation); //!< \brief Gererate 2 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec3<T> gaussRand3(const detail::tvec3<T>& mean, const detail::tvec3<T>& std_deviation); //!< \brief Gererate 3 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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template <typename T> detail::tvec4<T> gaussRand4(const detail::tvec4<T>& mean, const detail::tvec4<T>& std_deviation); //!< \brief Gererate 4 random floating numbers according a Gauss distribution. (From GLM_GTX_random extension)
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/// @}
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}//namespace glm
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#include "random.inl"
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#endif//GLM_GTC_random
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glm/gtc/random.inl
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glm/gtc/random.inl
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//////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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//////////////////////////////////////////////////////////////////////////////////
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// Created : 2011-09-19
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// Updated : 2011-09-19
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// Licence : This source is under MIT License
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// File : glm/gtc/random.inl
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//////////////////////////////////////////////////////////////////////////////////
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#include <ctime>
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#include <cassert>
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namespace glm{
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template <>
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GLM_FUNC_QUALIFIER float signedRand1()
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{
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#if(GLM_COMPILER & GLM_COMPILER_VC)// && (GLM_COMPILER < GLM_COMPILER_VC2010)
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#define RAND_SHIFT_NUM 5
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#else
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#define RAND_SHIFT_NUM 0
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#endif
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return float((std::rand() - (RAND_MAX >> 1) - 1) << 1) / float(RAND_MAX - RAND_SHIFT_NUM);
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}
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template <>
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GLM_FUNC_QUALIFIER double signedRand1()
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{
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return double(signedRand1<float>());
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> signedRand2()
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{
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return detail::tvec2<T>(
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signedRand1<float>(),
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signedRand1<float>());
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> signedRand3()
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{
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return detail::tvec3<T>(
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signedRand1<float>(),
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signedRand1<float>(),
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signedRand1<float>());
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec4<T> signedRand4()
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{
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return detail::tvec4<T>(
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signedRand1<float>(),
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signedRand1<float>(),
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signedRand1<float>(),
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signedRand1<float>());
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> normalizedRand2()
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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));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> normalizedRand3()
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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);
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> normalizedRand3(
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T Min,
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T Max)
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{
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return normalizedRand3<T>() * compRand1(Min, Max);
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}
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template <>
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GLM_FUNC_QUALIFIER float compRand1()
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{
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return float(std::rand()) / float(RAND_MAX);
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}
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template <>
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GLM_FUNC_QUALIFIER double compRand1()
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{
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return double(std::rand()) / double(RAND_MAX);
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}
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GLM_FUNC_QUALIFIER detail::thalf compRand1(
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detail::thalf Min,
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detail::thalf Max)
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{
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return compRand1<detail::thalf>() * (Max - Min) + Min;
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}
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GLM_FUNC_QUALIFIER float compRand1(
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float Min,
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float Max)
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{
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return compRand1<float>() * (Max - Min) + Min;
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}
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GLM_FUNC_QUALIFIER double compRand1(
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double Min,
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double Max)
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{
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return compRand1<double>() * (Max - Min) + Min;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER T compRand1(
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T Min,
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T Max)
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{
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return T(compRand1<double>() * double(Max - Min) + double(Min));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> compRand2(
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T Min,
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T Max)
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{
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return detail::tvec2<T>(
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compRand1(Min, Max),
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compRand1(Min, Max));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> compRand3(
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T Min,
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T Max)
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{
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return detail::tvec3<T>(
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compRand1(Min, Max),
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compRand1(Min, Max),
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compRand1(Min, Max));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec4<T> compRand4(
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T Min,
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T Max)
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{
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return detail::tvec4<T>(
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compRand1(Min, Max),
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compRand1(Min, Max),
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compRand1(Min, Max),
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compRand1(Min, Max));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> compRand2(
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T Min,
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const detail::tvec2<T>& Max)
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{
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return detail::tvec2<T>(
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compRand1(Min.x, Max.x),
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compRand1(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> compRand3(
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T Min,
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const detail::tvec3<T>& Max)
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{
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return detail::tvec3<T>(
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compRand1(Min.x, Max.x),
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compRand1(Min.y, Max.y),
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compRand1(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> compRand4(
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T Min,
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const detail::tvec4<T>& Max)
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{
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return detail::tvec4<T>(
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compRand1(Min.x, Max.x),
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compRand1(Min.y, Max.y),
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compRand1(Min.z, Max.z),
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compRand1(Min.w, Max.w));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> compRand2(
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const detail::tvec2<T>& Min,
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T Max)
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{
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return detail::tvec2<T>(
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compRand1(Min.x, Max.x),
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compRand1(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> compRand3(
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const detail::tvec3<T>& Min,
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T Max)
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{
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return detail::tvec3<T>(
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compRand1(Min.x, Max.x),
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compRand1(Min.y, Max.y),
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compRand1(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> compRand4(
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const detail::tvec4<T>& Min,
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T Max)
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{
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return detail::tvec4<T>(
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compRand1(Min.x, Max.x),
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compRand1(Min.y, Max.y),
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compRand1(Min.z, Max.z),
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compRand1(Min.w, Max.w));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T> compRand2(
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const detail::tvec2<T>& Min,
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const detail::tvec2<T>& Max)
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{
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return detail::tvec2<T>(
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compRand1(Min.x, Max.x),
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compRand1(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> compRand3(
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const detail::tvec3<T>& Min,
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const detail::tvec3<T>& Max)
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{
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return detail::tvec3<T>(
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compRand1(Min.x, Max.x),
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compRand1(Min.y, Max.y),
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compRand1(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> compRand4(
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const detail::tvec4<T>& Min,
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const detail::tvec4<T>& Max)
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{
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return detail::tvec4<T>(
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compRand1(Min.x, Max.x),
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compRand1(Min.y, Max.y),
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compRand1(Min.z, Max.z),
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compRand1(Min.w, Max.w));
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<float> vecRand2()
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{
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detail::tvec2<float> result(float(0));
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do
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{
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result = compRand2(float(-1), float(1));
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} while (length(result) > float(1));
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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<double> vecRand2()
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{
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detail::tvec2<double> result(double(0));
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do
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{
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result = compRand2(double(-1), double(1));
|
||||
} while (length(result) > double(1));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec2<T> vecRand2(
|
||||
T MinRadius,
|
||||
T MaxRadius)
|
||||
{
|
||||
assert(MinRadius <= MaxRadius);
|
||||
|
||||
detail::tvec2<T> Result(T(0));
|
||||
T LenRadius(0);
|
||||
|
||||
do
|
||||
{
|
||||
Result = compRand2(-MaxRadius, MaxRadius);
|
||||
LenRadius = length(Result);
|
||||
}
|
||||
while(LenRadius > MaxRadius || LenRadius < MinRadius);
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> vecRand3()
|
||||
{
|
||||
detail::tvec3<T> Result(T(0));
|
||||
do
|
||||
{
|
||||
Result = compRand3(T(-1), T(1));
|
||||
}
|
||||
while(length(Result) > T(1));
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> vecRand3(
|
||||
T MinRadius,
|
||||
T MaxRadius)
|
||||
{
|
||||
assert(MinRadius <= MaxRadius);
|
||||
|
||||
detail::tvec3<T> Result(0);
|
||||
T LenRadius(0);
|
||||
|
||||
do
|
||||
{
|
||||
Result = compRand3(-MaxRadius, MaxRadius);
|
||||
LenRadius = length(Result);
|
||||
}
|
||||
while(LenRadius > MaxRadius || LenRadius < MinRadius);
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<float> vecRand4()
|
||||
{
|
||||
detail::tvec4<float> result(float(0));
|
||||
do
|
||||
{
|
||||
result = compRand4(float(-1), float(1));
|
||||
} while (length(result) > float(1));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<double> vecRand4()
|
||||
{
|
||||
detail::tvec4<double> result(double(0));
|
||||
do
|
||||
{
|
||||
result = compRand4(double(-1), double(1));
|
||||
} while (length(result) > double(1));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<T> vecRand4(
|
||||
T MinRadius,
|
||||
T MaxRadius)
|
||||
{
|
||||
assert(MinRadius <= MaxRadius);
|
||||
|
||||
detail::tvec4<T> Result(T(0));
|
||||
T LenRadius(T(0));
|
||||
|
||||
do
|
||||
{
|
||||
Result = compRand4(-MaxRadius, MaxRadius);
|
||||
LenRadius = length(Result);
|
||||
}
|
||||
while(LenRadius > MaxRadius || LenRadius < MinRadius);
|
||||
|
||||
return Result;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER T gaussRand1(
|
||||
T mean,
|
||||
T std_deviation)
|
||||
{
|
||||
T w, x1, x2;
|
||||
|
||||
do
|
||||
{
|
||||
x1 = compRand1(T(-1), T(1));
|
||||
x2 = compRand1(T(-1), T(1));
|
||||
|
||||
w = x1 * x1 + x2 * x2;
|
||||
} while(w > T(1));
|
||||
|
||||
return x2 * std_deviation * std_deviation * sqrt((T(-2) * log(w)) / w) + mean;
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec2<T> gaussRand2(
|
||||
T mean,
|
||||
T std_deviation)
|
||||
{
|
||||
return detail::tvec2<T>(
|
||||
gaussRand1(mean, std_deviation),
|
||||
gaussRand1(mean, std_deviation));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> gaussRand3(
|
||||
T mean,
|
||||
T std_deviation)
|
||||
{
|
||||
return detail::tvec3<T>(
|
||||
gaussRand1(mean, std_deviation),
|
||||
gaussRand1(mean, std_deviation),
|
||||
gaussRand1(mean, std_deviation));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<T> gaussRand4(
|
||||
T mean,
|
||||
T std_deviation)
|
||||
{
|
||||
return detail::tvec4<T>(
|
||||
gaussRand1(mean, std_deviation),
|
||||
gaussRand1(mean, std_deviation),
|
||||
gaussRand1(mean, std_deviation),
|
||||
gaussRand1(mean, std_deviation));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec2<T> gaussRand2(
|
||||
T mean,
|
||||
const detail::tvec2<T>& std_deviation)
|
||||
{
|
||||
return detail::tvec2<T>(
|
||||
gaussRand1(mean, std_deviation.x),
|
||||
gaussRand1(mean, std_deviation.y));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> gaussRand3(
|
||||
T mean,
|
||||
const detail::tvec3<T>& std_deviation)
|
||||
{
|
||||
return detail::tvec3<T>(
|
||||
gaussRand1(mean, std_deviation.x),
|
||||
gaussRand1(mean, std_deviation.y),
|
||||
gaussRand1(mean, std_deviation.z));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<T> gaussRand4(
|
||||
T mean,
|
||||
const detail::tvec4<T>& std_deviation)
|
||||
{
|
||||
return detail::tvec4<T>(
|
||||
gaussRand1(mean, std_deviation.x),
|
||||
gaussRand1(mean, std_deviation.y),
|
||||
gaussRand1(mean, std_deviation.z),
|
||||
gaussRand1(mean, std_deviation.w));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec2<T> gaussRand2(
|
||||
const detail::tvec2<T>& mean,
|
||||
T std_deviation)
|
||||
{
|
||||
return detail::tvec2<T>(
|
||||
gaussRand1(mean.x, std_deviation),
|
||||
gaussRand1(mean.y, std_deviation));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> gaussRand3(
|
||||
const detail::tvec3<T>& mean,
|
||||
T std_deviation)
|
||||
{
|
||||
return detail::tvec3<T>(
|
||||
gaussRand1(mean.x, std_deviation),
|
||||
gaussRand1(mean.y, std_deviation),
|
||||
gaussRand1(mean.z, std_deviation));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<T> gaussRand4(
|
||||
const detail::tvec4<T>& mean,
|
||||
T std_deviation)
|
||||
{
|
||||
return detail::tvec4<T>(
|
||||
gaussRand1(mean.x, std_deviation),
|
||||
gaussRand1(mean.y, std_deviation),
|
||||
gaussRand1(mean.z, std_deviation),
|
||||
gaussRand1(mean.w, std_deviation));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec2<T> gaussRand2(
|
||||
const detail::tvec2<T>& mean,
|
||||
const detail::tvec2<T>& std_deviation)
|
||||
{
|
||||
return detail::tvec2<T>(
|
||||
gaussRand1(mean.x, std_deviation.x),
|
||||
gaussRand1(mean.y, std_deviation.y));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec3<T> gaussRand3(
|
||||
const detail::tvec3<T>& mean,
|
||||
const detail::tvec3<T>& std_deviation)
|
||||
{
|
||||
return detail::tvec3<T>(
|
||||
gaussRand1(mean.x, std_deviation.x),
|
||||
gaussRand1(mean.y, std_deviation.y),
|
||||
gaussRand1(mean.z, std_deviation.z));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
GLM_FUNC_QUALIFIER detail::tvec4<T> gaussRand4(
|
||||
const detail::tvec4<T>& mean,
|
||||
const detail::tvec4<T>& std_deviation)
|
||||
{
|
||||
return detail::tvec4<T>(
|
||||
gaussRand1(mean.x, std_deviation.x),
|
||||
gaussRand1(mean.y, std_deviation.y),
|
||||
gaussRand1(mean.z, std_deviation.z),
|
||||
gaussRand1(mean.w, std_deviation.w));
|
||||
}
|
||||
|
||||
}//namespace glm
|
@ -41,7 +41,7 @@
|
||||
|
||||
// Dependency:
|
||||
#include "../glm.hpp"
|
||||
#include "../gtc/half_float.hpp"
|
||||
#include "../gtc/random.hpp"
|
||||
|
||||
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
|
||||
# pragma message("GLM: GLM_GTX_random extension included")
|
||||
|
@ -4,6 +4,7 @@ glmCreateTestGTC(gtc_matrix_integer)
|
||||
glmCreateTestGTC(gtc_matrix_inverse)
|
||||
glmCreateTestGTC(gtc_matrix_transform)
|
||||
glmCreateTestGTC(gtc_quaternion)
|
||||
glmCreateTestGTC(gtc_random)
|
||||
glmCreateTestGTC(gtc_swizzle)
|
||||
glmCreateTestGTC(gtc_type_precision)
|
||||
glmCreateTestGTC(gtc_type_ptr)
|
||||
|
99
test/gtc/gtc_random.cpp
Normal file
99
test/gtc/gtc_random.cpp
Normal file
@ -0,0 +1,99 @@
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Created : 2011-05-31
|
||||
// Updated : 2011-05-31
|
||||
// Licence : This source is under MIT licence
|
||||
// File : test/gtx/random.cpp
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/random.hpp>
|
||||
#include <glm/gtx/epsilon.hpp>
|
||||
#include <iostream>
|
||||
|
||||
int test_signedRand1()
|
||||
{
|
||||
int Error = 0;
|
||||
|
||||
{
|
||||
float ResultFloat = 0.0f;
|
||||
double ResultDouble = 0.0f;
|
||||
for(std::size_t i = 0; i < 100000; ++i)
|
||||
{
|
||||
ResultFloat += glm::signedRand1<float>();
|
||||
ResultDouble += glm::signedRand1<double>();
|
||||
}
|
||||
|
||||
Error += glm::equalEpsilon(ResultFloat, 0.0f, 0.0001f);
|
||||
Error += glm::equalEpsilon(ResultDouble, 0.0, 0.0001);
|
||||
}
|
||||
|
||||
return Error;
|
||||
}
|
||||
|
||||
int test_normalizedRand2()
|
||||
{
|
||||
int Error = 0;
|
||||
|
||||
{
|
||||
std::size_t Max = 100000;
|
||||
float ResultFloat = 0.0f;
|
||||
double ResultDouble = 0.0f;
|
||||
for(std::size_t i = 0; i < Max; ++i)
|
||||
{
|
||||
ResultFloat += glm::length(glm::normalizedRand2<float>());
|
||||
ResultDouble += glm::length(glm::normalizedRand2<double>());
|
||||
}
|
||||
|
||||
Error += glm::equalEpsilon(ResultFloat, float(Max), 0.000001f) ? 0 : 1;
|
||||
Error += glm::equalEpsilon(ResultDouble, double(Max), 0.000001) ? 0 : 1;
|
||||
assert(!Error);
|
||||
}
|
||||
|
||||
return Error;
|
||||
}
|
||||
|
||||
int test_normalizedRand3()
|
||||
{
|
||||
int Error = 0;
|
||||
|
||||
{
|
||||
std::size_t Max = 100000;
|
||||
float ResultFloatA = 0.0f;
|
||||
float ResultFloatB = 0.0f;
|
||||
float ResultFloatC = 0.0f;
|
||||
double ResultDoubleA = 0.0f;
|
||||
double ResultDoubleB = 0.0f;
|
||||
double ResultDoubleC = 0.0f;
|
||||
for(std::size_t i = 0; i < Max; ++i)
|
||||
{
|
||||
ResultFloatA += glm::length(glm::normalizedRand3<float>());
|
||||
ResultDoubleA += glm::length(glm::normalizedRand3<double>());
|
||||
ResultFloatB += glm::length(glm::normalizedRand3(2.0f, 2.0f));
|
||||
ResultDoubleB += glm::length(glm::normalizedRand3(2.0, 2.0));
|
||||
ResultFloatC += glm::length(glm::normalizedRand3(1.0f, 3.0f));
|
||||
ResultDoubleC += glm::length(glm::normalizedRand3(1.0, 3.0));
|
||||
}
|
||||
|
||||
Error += glm::equalEpsilon(ResultFloatA, float(Max), 0.0001f) ? 0 : 1;
|
||||
Error += glm::equalEpsilon(ResultDoubleA, double(Max), 0.0001) ? 0 : 1;
|
||||
Error += glm::equalEpsilon(ResultFloatB, float(Max * 2), 0.0001f) ? 0 : 1;
|
||||
Error += glm::equalEpsilon(ResultDoubleB, double(Max * 2), 0.0001) ? 0 : 1;
|
||||
Error += (ResultFloatC >= float(Max) && ResultFloatC <= float(Max * 3)) ? 0 : 1;
|
||||
Error += (ResultDoubleC >= double(Max) && ResultDoubleC <= double(Max * 3)) ? 0 : 1;
|
||||
}
|
||||
|
||||
return Error;
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
int Error = 0;
|
||||
|
||||
Error += test_signedRand1();
|
||||
Error += test_normalizedRand2();
|
||||
Error += test_normalizedRand3();
|
||||
|
||||
return Error;
|
||||
}
|
Loading…
Reference in New Issue
Block a user