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408 lines
13 KiB
C++
408 lines
13 KiB
C++
///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2014 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.inl
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/// @date 2011-09-19 / 2012-04-07
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/// @author Christophe Riccio
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///////////////////////////////////////////////////////////////////////////////////
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#include "../geometric.hpp"
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#include "../exponential.hpp"
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#include <cstdlib>
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#include <ctime>
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#include <cassert>
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namespace glm{
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namespace detail
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{
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template <typename T, precision P, template <class, precision> class vecType>
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struct compute_rand
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{
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GLM_FUNC_QUALIFIER static vecType<T, P> call();
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};
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template <precision P>
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struct compute_rand<uint8, P, detail::tvec1>
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{
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GLM_FUNC_QUALIFIER static detail::tvec1<uint8, P> call()
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{
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return detail::tvec1<uint8, P>(
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std::rand()) % std::numeric_limits<uint8>::max();
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}
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};
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template <precision P>
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struct compute_rand<uint8, P, detail::tvec2>
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{
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GLM_FUNC_QUALIFIER static detail::tvec2<uint8, P> call()
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{
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return detail::tvec2<uint8, P>(
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std::rand(),
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std::rand()) % std::numeric_limits<uint8>::max();
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}
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};
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template <precision P>
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struct compute_rand<uint8, P, detail::tvec3>
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{
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GLM_FUNC_QUALIFIER static detail::tvec3<uint8, P> call()
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{
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return detail::tvec3<uint8, P>(
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std::rand(),
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std::rand(),
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std::rand()) % std::numeric_limits<uint8>::max();
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}
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};
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template <precision P>
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struct compute_rand<uint8, P, detail::tvec4>
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{
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GLM_FUNC_QUALIFIER static detail::tvec4<uint8, P> call()
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{
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return detail::tvec4<uint8, P>(
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std::rand(),
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std::rand(),
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std::rand(),
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std::rand()) % std::numeric_limits<uint8>::max();
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_rand<uint16, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint16, P> call()
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{
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return
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(vecType<uint16, P>(compute_rand<uint8, P, vecType>::call()) << static_cast<uint16>(8)) |
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(vecType<uint16, P>(compute_rand<uint8, P, vecType>::call()) << static_cast<uint16>(0));
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_rand<uint32, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint32, P> call()
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{
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return
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(vecType<uint32, P>(compute_rand<uint16, P, vecType>::call()) << static_cast<uint32>(16)) |
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(vecType<uint32, P>(compute_rand<uint16, P, vecType>::call()) << static_cast<uint32>(0));
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_rand<uint64, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint64, P> call()
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{
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return
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(vecType<uint64, P>(compute_rand<uint32, P, vecType>::call()) << static_cast<uint64>(32)) |
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(vecType<uint64, P>(compute_rand<uint32, P, vecType>::call()) << static_cast<uint64>(0));
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}
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};
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template <typename T, precision P, template <class, precision> class vecType>
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struct compute_linearRand
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{
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GLM_FUNC_QUALIFIER static vecType<T, P> call(vecType<T, P> const & Min, vecType<T, P> const & Max);
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<int8, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<int8, P> call(vecType<int8, P> const & Min, vecType<int8, P> const & Max)
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{
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return (vecType<int8, P>(compute_rand<uint8, P, vecType>::call() % vecType<uint8, P>(Max + static_cast<int8>(1) - Min))) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<uint8, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint8, P> call(vecType<uint8, P> const & Min, vecType<uint8, P> const & Max)
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{
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return (compute_rand<uint8, P, vecType>::call() % (Max + static_cast<uint8>(1) - Min)) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<int16, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<int16, P> call(vecType<int16, P> const & Min, vecType<int16, P> const & Max)
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{
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return (vecType<int16, P>(compute_rand<uint16, P, vecType>::call() % vecType<uint16, P>(Max + static_cast<int16>(1) - Min))) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<uint16, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint16, P> call(vecType<uint16, P> const & Min, vecType<uint16, P> const & Max)
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{
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return (compute_rand<uint16, P, vecType>::call() % (Max + static_cast<uint16>(1) - Min)) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<int32, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<int32, P> call(vecType<int32, P> const & Min, vecType<int32, P> const & Max)
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{
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return (vecType<int32, P>(compute_rand<uint32, P, vecType>::call() % vecType<uint32, P>(Max + static_cast<int32>(1) - Min))) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<uint32, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint32, P> call(vecType<uint32, P> const & Min, vecType<uint32, P> const & Max)
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{
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return (compute_rand<uint32, P, vecType>::call() % (Max + static_cast<uint32>(1) - Min)) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<int64, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<int64, P> call(vecType<int64, P> const & Min, vecType<int64, P> const & Max)
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{
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return (vecType<int64, P>(compute_rand<uint64, P, vecType>::call() % vecType<uint64, P>(Max + static_cast<int64>(1) - Min))) + Min;
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}
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};
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template <precision P, template <class, precision> class vecType>
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struct compute_linearRand<uint64, P, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<uint64, P> call(vecType<uint64, P> const & Min, vecType<uint64, P> const & Max)
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{
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return (compute_rand<uint64, P, vecType>::call() % (Max + static_cast<uint64>(1) - Min)) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<float, lowp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<float, lowp> call(vecType<float, lowp> const & Min, vecType<float, lowp> const & Max)
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{
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return vecType<float, lowp>(compute_rand<uint8, lowp, vecType>::call()) / static_cast<float>(std::numeric_limits<uint8>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<float, mediump, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<float, mediump> call(vecType<float, mediump> const & Min, vecType<float, mediump> const & Max)
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{
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return vecType<float, mediump>(compute_rand<uint16, mediump, vecType>::call()) / static_cast<float>(std::numeric_limits<uint16>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<float, highp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<float, highp> call(vecType<float, highp> const & Min, vecType<float, highp> const & Max)
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{
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return vecType<float, highp>(compute_rand<uint32, highp, vecType>::call()) / static_cast<float>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<double, lowp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<double, lowp> call(vecType<double, lowp> const & Min, vecType<double, lowp> const & Max)
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{
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return vecType<double, lowp>(compute_rand<uint16, lowp, vecType>::call()) / static_cast<double>(std::numeric_limits<uint16>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<double, mediump, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<double, mediump> call(vecType<double, mediump> const & Min, vecType<double, mediump> const & Max)
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{
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return vecType<double, mediump>(compute_rand<uint32, mediump, vecType>::call()) / static_cast<double>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<double, highp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<double, highp> call(vecType<double, highp> const & Min, vecType<double, highp> const & Max)
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{
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return vecType<double, highp>(compute_rand<uint64, highp, vecType>::call()) / static_cast<double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<long double, lowp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<long double, lowp> call(vecType<long double, lowp> const & Min, vecType<long double, lowp> const & Max)
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{
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return vecType<long double, lowp>(compute_rand<uint32, lowp, vecType>::call()) / static_cast<long double>(std::numeric_limits<uint32>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<long double, mediump, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<long double, mediump> call(vecType<long double, mediump> const & Min, vecType<long double, mediump> const & Max)
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{
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return vecType<long double, mediump>(compute_rand<uint64, mediump, vecType>::call()) / static_cast<long double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;
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}
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};
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template <template <class, precision> class vecType>
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struct compute_linearRand<long double, highp, vecType>
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{
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GLM_FUNC_QUALIFIER static vecType<long double, highp> call(vecType<long double, highp> const & Min, vecType<long double, highp> const & Max)
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{
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return vecType<long double, highp>(compute_rand<uint64, highp, vecType>::call()) / static_cast<long double>(std::numeric_limits<uint64>::max()) * (Max - Min) + Min;
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}
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};
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}//namespace detail
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template <typename T, precision P, template <typename, precision> class vecType>
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GLM_FUNC_QUALIFIER vecType<T, P> linearRand
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(
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vecType<T, P> const & Min,
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vecType<T, P> const & Max
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)
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{
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return detail::compute_linearRand<T, P, vecType>::call(Min, Max);
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}
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template <>
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GLM_FUNC_QUALIFIER float linearRand<float>
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(
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float const & Min,
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float const & Max
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)
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{
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return detail::compute_linearRand<float, highp, detail::tvec1>::call(
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detail::tvec1<float, highp>(Min),
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detail::tvec1<float, highp>(Max)).x;
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}
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template <>
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GLM_FUNC_QUALIFIER double linearRand<double>
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(
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double const & Min,
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double const & Max
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)
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{
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return detail::compute_linearRand<double, highp, detail::tvec1>::call(
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detail::tvec1<double, highp>(Min),
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detail::tvec1<double, highp>(Max)).x;
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}
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template <typename genType>
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GLM_FUNC_QUALIFIER genType gaussRand
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(
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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 = linearRand(genType(-1), genType(1));
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x2 = linearRand(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 * Deviation * Deviation * sqrt((genType(-2) * log(w)) / w) + Mean;
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}
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VECTORIZE_VEC_VEC(gaussRand)
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec2<T, defaultp> 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, defaultp> 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 = linearRand(
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detail::tvec2<T, defaultp>(-Radius),
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detail::tvec2<T, defaultp>(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, defaultp> 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, defaultp> 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 = linearRand(
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detail::tvec3<T, defaultp>(-Radius),
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detail::tvec3<T, defaultp>(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, defaultp> circularRand
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(
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T const & Radius
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)
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{
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T a = linearRand(T(0), T(6.283185307179586476925286766559f));
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return detail::tvec2<T, defaultp>(cos(a), sin(a)) * Radius;
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}
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T, defaultp> sphericalRand
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(
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T const & Radius
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)
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{
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T z = linearRand(T(-1), T(1));
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T a = linearRand(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, defaultp>(x, y, z) * Radius;
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}
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}//namespace glm
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