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Added disk and ball rand implementations
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@ -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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///
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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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@ -81,16 +81,105 @@ GLM_FUNC_QUALIFIER detail::tvec4<T> linearRand
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linearRand(Min.w, Max.w));
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}
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template <>
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half gaussRand
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template <typename genType>
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GLM_FUNC_QUALIFIER genType gaussRand
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(
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half const & Mean,
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half const & Deviation
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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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detail::tvec2<T> circularRand
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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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@ -100,7 +189,7 @@ detail::tvec2<T> circularRand
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}
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template <typename T>
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detail::tvec3<T> sphericalRand
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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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