glm/glm/gtx/random.inl
2010-04-29 11:56:52 +01:00

537 lines
11 KiB
C++

//////////////////////////////////////////////////////////////////////////////////
// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
//////////////////////////////////////////////////////////////////////////////////
// Created : 2006-01-16
// Updated : 2006-01-16
// Licence : This source is under MIT License
// File : glm/gtx/random.inl
//////////////////////////////////////////////////////////////////////////////////
#include <ctime>
#include <cassert>
namespace glm{
namespace gtx{
namespace random
{
template <>
inline float signedRand1()
{
#if(GLM_COMPILER & GLM_COMPILER_VC)
#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 <>
inline double signedRand1()
{
return double(signedRand1<float>());
}
template <typename T>
inline detail::tvec2<T> signedRand2()
{
return detail::tvec2<T>(
signedRand1<float>(),
signedRand1<float>());
}
template <typename T>
inline detail::tvec3<T> signedRand3()
{
return detail::tvec3<T>(
signedRand1<float>(),
signedRand1<float>(),
signedRand1<float>());
}
template <typename T>
inline detail::tvec4<T> signedRand4()
{
return detail::tvec4<T>(
signedRand1<float>(),
signedRand1<float>(),
signedRand1<float>(),
signedRand1<float>());
}
template <typename T>
inline detail::tvec2<T> normalizedRand2()
{
T a = compRand1<T>(T(0), T(6.283185307179586476925286766559f));
return detail::tvec2<T>(cos(a), sin(a));
}
template <typename T>
inline 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>
inline detail::tvec3<T> normalizedRand3(
T Min,
T Max)
{
return normalizedRand3<T>() * compRand1(Min, Max);
}
template <>
inline float compRand1()
{
return float(std::rand()) / float(RAND_MAX);
}
template <>
inline double compRand1()
{
return double(std::rand()) / double(RAND_MAX);
}
inline glm::half compRand1(
glm::half Min,
glm::half Max)
{
return compRand1<glm::half>() * (Max - Min) + Min;
}
inline float compRand1(
float Min,
float Max)
{
return compRand1<float>() * (Max - Min) + Min;
}
inline double compRand1(
double Min,
double Max)
{
return compRand1<double>() * (Max - Min) + Min;
}
template <typename T>
inline T compRand1(
T Min,
T Max)
{
return T(compRand1<double>() * double(Max - Min) + double(Min));
}
template <typename T>
inline detail::tvec2<T> compRand2(
T Min,
T Max)
{
return detail::tvec2<T>(
compRand1(Min, Max),
compRand1(Min, Max));
}
template <typename T>
inline detail::tvec3<T> compRand3(
T Min,
T Max)
{
return detail::tvec3<T>(
compRand1(Min, Max),
compRand1(Min, Max),
compRand1(Min, Max));
}
template <typename T>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline detail::tvec2<T> gaussRand2(
T mean,
T std_deviation)
{
return detail::tvec2<T>(
gaussRand1(mean, std_deviation),
gaussRand1(mean, std_deviation));
}
template <typename T>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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>
inline 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 random
}//namespace gtx
}//namespace glm