Created GTC_random

This commit is contained in:
Christophe Riccio 2011-09-18 08:05:09 +01:00
parent 621b1a1cd0
commit bbaab256ac
5 changed files with 741 additions and 1 deletions

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///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @ref gtc_random
/// @file glm/gtc/random.hpp
/// @date 2011-09-18 / 2011-09-18
/// @author Christophe Riccio
///
/// @see core (dependence)
/// @see gtc_half_float (dependence)
/// @see gtx_random (extended)
///
/// @defgroup gtc_random GLM_GTC_random: Random number generation
/// @ingroup gtc
///
/// @brief Generate random number from various distribution methods
///
/// <glm/gtc/random.hpp> need to be included to use these functionalities.
///////////////////////////////////////////////////////////////////////////////////
#ifndef GLM_GTC_random
#define GLM_GTC_random GLM_VERSION
// Dependency:
#include "../glm.hpp"
#include "../gtc/half_float.hpp"
#if(defined(GLM_MESSAGES) && !defined(glm_ext))
# pragma message("GLM: GLM_GTC_random extension included")
#endif
namespace glm
{
/// @addtogroup gtc_random
/// @{
/// Generate a random number in the interval [-1, 1], according a linear distribution.
/// From GLM_GTC_random extension.
template <typename T> T signedRand1();
template <> float signedRand1(); //!< \brief Generate a random number in the interval [-1, 1], according a linear distribution (From GLM_GTX_random extension)
template <> double signedRand1(); //!< \brief Generate a random number in the interval [-1, 1], according a linear distribution (From GLM_GTX_random extension)
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)
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)
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)
template <typename T> detail::tvec2<T> normalizedRand2(); //!< \brief Generate a normalized 2D vector regulary distribute on a circle (From GLM_GTX_random extension)
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)
template <typename T> detail::tvec3<T> normalizedRand3(); //!< \brief Generate a normalized 3D vector regulary distribute on a sphere (From GLM_GTX_random extension)
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)
template <typename T> T compRand1(); //!< \brief Generate a random number in the interval [0, 1], according a linear distribution (From GLM_GTX_random extension)
template <> float compRand1(); //!< \brief Generate a random number in the interval [0, 1], according a linear distribution (From GLM_GTX_random extension)
template <> double compRand1(); //!< \brief Generate a random number in the interval [0, 1], according a linear distribution (From GLM_GTX_random extension)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
/// @}
}//namespace glm
#include "random.inl"
#endif//GLM_GTC_random

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//////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
//////////////////////////////////////////////////////////////////////////////////
// Created : 2011-09-19
// Updated : 2011-09-19
// Licence : This source is under MIT License
// File : glm/gtc/random.inl
//////////////////////////////////////////////////////////////////////////////////
#include <ctime>
#include <cassert>
namespace glm{
template <>
GLM_FUNC_QUALIFIER float signedRand1()
{
#if(GLM_COMPILER & GLM_COMPILER_VC)// && (GLM_COMPILER < GLM_COMPILER_VC2010)
#define RAND_SHIFT_NUM 5
#else
#define RAND_SHIFT_NUM 0
#endif
return float((std::rand() - (RAND_MAX >> 1) - 1) << 1) / float(RAND_MAX - RAND_SHIFT_NUM);
}
template <>
GLM_FUNC_QUALIFIER double signedRand1()
{
return double(signedRand1<float>());
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec2<T> signedRand2()
{
return detail::tvec2<T>(
signedRand1<float>(),
signedRand1<float>());
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec3<T> signedRand3()
{
return detail::tvec3<T>(
signedRand1<float>(),
signedRand1<float>(),
signedRand1<float>());
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec4<T> signedRand4()
{
return detail::tvec4<T>(
signedRand1<float>(),
signedRand1<float>(),
signedRand1<float>(),
signedRand1<float>());
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec2<T> normalizedRand2()
{
T a = compRand1<T>(T(0), T(6.283185307179586476925286766559f));
return detail::tvec2<T>(cos(a), sin(a));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec3<T> normalizedRand3()
{
T z = compRand1(T(-1), T(1));
T a = compRand1(T(0), T(6.283185307179586476925286766559f));
T r = sqrt(T(1) - z * z);
T x = r * cos(a);
T y = r * sin(a);
return detail::tvec3<T>(x, y, z);
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec3<T> normalizedRand3(
T Min,
T Max)
{
return normalizedRand3<T>() * compRand1(Min, Max);
}
template <>
GLM_FUNC_QUALIFIER float compRand1()
{
return float(std::rand()) / float(RAND_MAX);
}
template <>
GLM_FUNC_QUALIFIER double compRand1()
{
return double(std::rand()) / double(RAND_MAX);
}
GLM_FUNC_QUALIFIER detail::thalf compRand1(
detail::thalf Min,
detail::thalf Max)
{
return compRand1<detail::thalf>() * (Max - Min) + Min;
}
GLM_FUNC_QUALIFIER float compRand1(
float Min,
float Max)
{
return compRand1<float>() * (Max - Min) + Min;
}
GLM_FUNC_QUALIFIER double compRand1(
double Min,
double Max)
{
return compRand1<double>() * (Max - Min) + Min;
}
template <typename T>
GLM_FUNC_QUALIFIER T compRand1(
T Min,
T Max)
{
return T(compRand1<double>() * double(Max - Min) + double(Min));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec2<T> compRand2(
T Min,
T Max)
{
return detail::tvec2<T>(
compRand1(Min, Max),
compRand1(Min, Max));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec3<T> compRand3(
T Min,
T Max)
{
return detail::tvec3<T>(
compRand1(Min, Max),
compRand1(Min, Max),
compRand1(Min, Max));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec4<T> compRand4(
T Min,
T Max)
{
return detail::tvec4<T>(
compRand1(Min, Max),
compRand1(Min, Max),
compRand1(Min, Max),
compRand1(Min, Max));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec2<T> compRand2(
T Min,
const detail::tvec2<T>& Max)
{
return detail::tvec2<T>(
compRand1(Min.x, Max.x),
compRand1(Min.y, Max.y));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec3<T> compRand3(
T Min,
const detail::tvec3<T>& Max)
{
return detail::tvec3<T>(
compRand1(Min.x, Max.x),
compRand1(Min.y, Max.y),
compRand1(Min.z, Max.z));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec4<T> compRand4(
T Min,
const detail::tvec4<T>& Max)
{
return detail::tvec4<T>(
compRand1(Min.x, Max.x),
compRand1(Min.y, Max.y),
compRand1(Min.z, Max.z),
compRand1(Min.w, Max.w));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec2<T> compRand2(
const detail::tvec2<T>& Min,
T Max)
{
return detail::tvec2<T>(
compRand1(Min.x, Max.x),
compRand1(Min.y, Max.y));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec3<T> compRand3(
const detail::tvec3<T>& Min,
T Max)
{
return detail::tvec3<T>(
compRand1(Min.x, Max.x),
compRand1(Min.y, Max.y),
compRand1(Min.z, Max.z));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec4<T> compRand4(
const detail::tvec4<T>& Min,
T Max)
{
return detail::tvec4<T>(
compRand1(Min.x, Max.x),
compRand1(Min.y, Max.y),
compRand1(Min.z, Max.z),
compRand1(Min.w, Max.w));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec2<T> compRand2(
const detail::tvec2<T>& Min,
const detail::tvec2<T>& Max)
{
return detail::tvec2<T>(
compRand1(Min.x, Max.x),
compRand1(Min.y, Max.y));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec3<T> compRand3(
const detail::tvec3<T>& Min,
const detail::tvec3<T>& Max)
{
return detail::tvec3<T>(
compRand1(Min.x, Max.x),
compRand1(Min.y, Max.y),
compRand1(Min.z, Max.z));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec4<T> compRand4(
const detail::tvec4<T>& Min,
const detail::tvec4<T>& Max)
{
return detail::tvec4<T>(
compRand1(Min.x, Max.x),
compRand1(Min.y, Max.y),
compRand1(Min.z, Max.z),
compRand1(Min.w, Max.w));
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec2<float> vecRand2()
{
detail::tvec2<float> result(float(0));
do
{
result = compRand2(float(-1), float(1));
} while (length(result) > float(1));
return result;
}
template <typename T>
GLM_FUNC_QUALIFIER detail::tvec2<double> vecRand2()
{
detail::tvec2<double> result(double(0));
do
{
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

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@ -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")

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@ -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)

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///////////////////////////////////////////////////////////////////////////////////////////////////
// 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;
}