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537 lines
11 KiB
C++
537 lines
11 KiB
C++
//////////////////////////////////////////////////////////////////////////////////
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// OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
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//////////////////////////////////////////////////////////////////////////////////
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// Created : 2006-01-16
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// Updated : 2006-01-16
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// Licence : This source is under MIT License
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// File : glm/gtx/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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namespace gtx{
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namespace random
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{
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template <>
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inline float signedRand1()
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{
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#if(GLM_COMPILER & GLM_COMPILER_VC)
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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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline glm::half compRand1(
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glm::half Min,
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glm::half Max)
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{
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return compRand1<glm::half>() * (Max - Min) + Min;
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}
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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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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inline 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));
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} while (length(result) > double(1));
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return result;
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}
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template <typename T>
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inline detail::tvec2<T> vecRand2(
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T MinRadius,
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T MaxRadius)
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{
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assert(MinRadius <= MaxRadius);
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detail::tvec2<T> Result(T(0));
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T LenRadius(0);
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do
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{
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Result = compRand2(-MaxRadius, MaxRadius);
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LenRadius = length(Result);
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}
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while(LenRadius > MaxRadius || LenRadius < MinRadius);
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return Result;
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}
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template <typename T>
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inline detail::tvec3<T> vecRand3()
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{
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detail::tvec3<T> Result(T(0));
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do
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{
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Result = compRand3(T(-1), T(1));
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}
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while(length(Result) > T(1));
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return Result;
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}
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template <typename T>
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inline detail::tvec3<T> vecRand3(
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T MinRadius,
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T MaxRadius)
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{
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assert(MinRadius <= MaxRadius);
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detail::tvec3<T> Result(0);
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T LenRadius(0);
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do
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{
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Result = compRand3(-MaxRadius, MaxRadius);
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LenRadius = length(Result);
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}
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while(LenRadius > MaxRadius || LenRadius < MinRadius);
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return Result;
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}
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template <typename T>
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inline detail::tvec4<float> vecRand4()
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{
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detail::tvec4<float> result(float(0));
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do
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{
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result = compRand4(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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inline detail::tvec4<double> vecRand4()
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{
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detail::tvec4<double> result(double(0));
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do
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{
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result = compRand4(double(-1), double(1));
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} while (length(result) > double(1));
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return result;
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}
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template <typename T>
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inline detail::tvec4<T> vecRand4(
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T MinRadius,
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T MaxRadius)
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{
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assert(MinRadius <= MaxRadius);
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detail::tvec4<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 = compRand4(-MaxRadius, MaxRadius);
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LenRadius = length(Result);
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}
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while(LenRadius > MaxRadius || LenRadius < MinRadius);
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return Result;
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}
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template <typename T>
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inline T gaussRand1(
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T mean,
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T std_deviation)
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{
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T w, x1, x2;
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do
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{
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x1 = compRand1(T(-1), T(1));
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x2 = compRand1(T(-1), T(1));
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w = x1 * x1 + x2 * x2;
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} while(w > T(1));
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return x2 * std_deviation * std_deviation * sqrt((T(-2) * log(w)) / w) + mean;
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}
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template <typename T>
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inline detail::tvec2<T> gaussRand2(
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T mean,
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T std_deviation)
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{
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return detail::tvec2<T>(
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gaussRand1(mean, std_deviation),
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gaussRand1(mean, std_deviation));
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}
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template <typename T>
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inline detail::tvec3<T> gaussRand3(
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T mean,
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T std_deviation)
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{
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return detail::tvec3<T>(
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gaussRand1(mean, std_deviation),
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gaussRand1(mean, std_deviation),
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gaussRand1(mean, std_deviation));
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}
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template <typename T>
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inline detail::tvec4<T> gaussRand4(
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T mean,
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T std_deviation)
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{
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return detail::tvec4<T>(
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gaussRand1(mean, std_deviation),
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gaussRand1(mean, std_deviation),
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gaussRand1(mean, std_deviation),
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gaussRand1(mean, std_deviation));
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}
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template <typename T>
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inline detail::tvec2<T> gaussRand2(
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T mean,
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const detail::tvec2<T>& std_deviation)
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{
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return detail::tvec2<T>(
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gaussRand1(mean, std_deviation.x),
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gaussRand1(mean, std_deviation.y));
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}
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template <typename T>
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inline detail::tvec3<T> gaussRand3(
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T mean,
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const detail::tvec3<T>& std_deviation)
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{
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return detail::tvec3<T>(
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gaussRand1(mean, std_deviation.x),
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gaussRand1(mean, std_deviation.y),
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gaussRand1(mean, std_deviation.z));
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}
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template <typename T>
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inline detail::tvec4<T> gaussRand4(
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T mean,
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const detail::tvec4<T>& std_deviation)
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{
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return detail::tvec4<T>(
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gaussRand1(mean, std_deviation.x),
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gaussRand1(mean, std_deviation.y),
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gaussRand1(mean, std_deviation.z),
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gaussRand1(mean, std_deviation.w));
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}
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template <typename T>
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inline detail::tvec2<T> gaussRand2(
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const detail::tvec2<T>& mean,
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T std_deviation)
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{
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return detail::tvec2<T>(
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gaussRand1(mean.x, std_deviation),
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gaussRand1(mean.y, std_deviation));
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}
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template <typename T>
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inline detail::tvec3<T> gaussRand3(
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const detail::tvec3<T>& mean,
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T std_deviation)
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{
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return detail::tvec3<T>(
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gaussRand1(mean.x, std_deviation),
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gaussRand1(mean.y, std_deviation),
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gaussRand1(mean.z, std_deviation));
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}
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template <typename T>
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inline detail::tvec4<T> gaussRand4(
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const detail::tvec4<T>& mean,
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T std_deviation)
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{
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return detail::tvec4<T>(
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gaussRand1(mean.x, std_deviation),
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gaussRand1(mean.y, std_deviation),
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gaussRand1(mean.z, std_deviation),
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gaussRand1(mean.w, std_deviation));
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}
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template <typename T>
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inline detail::tvec2<T> gaussRand2(
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const detail::tvec2<T>& mean,
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const detail::tvec2<T>& std_deviation)
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{
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return detail::tvec2<T>(
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gaussRand1(mean.x, std_deviation.x),
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gaussRand1(mean.y, std_deviation.y));
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}
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template <typename T>
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inline detail::tvec3<T> gaussRand3(
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const detail::tvec3<T>& mean,
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const detail::tvec3<T>& std_deviation)
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{
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return detail::tvec3<T>(
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gaussRand1(mean.x, std_deviation.x),
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gaussRand1(mean.y, std_deviation.y),
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gaussRand1(mean.z, std_deviation.z));
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}
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template <typename T>
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inline detail::tvec4<T> gaussRand4(
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const detail::tvec4<T>& mean,
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const detail::tvec4<T>& std_deviation)
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{
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return detail::tvec4<T>(
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gaussRand1(mean.x, std_deviation.x),
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gaussRand1(mean.y, std_deviation.y),
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gaussRand1(mean.z, std_deviation.z),
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gaussRand1(mean.w, std_deviation.w));
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}
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}//namespace random
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}//namespace gtx
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}//namespace glm
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