304 lines
8.5 KiB
C++
304 lines
8.5 KiB
C++
#include "../geometric.hpp"
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#include "../exponential.hpp"
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#include "../trigonometric.hpp"
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#include "../detail/type_vec1.hpp"
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#include <cstdlib>
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#include <ctime>
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#include <cassert>
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#include <cmath>
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namespace glm{
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namespace detail
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{
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template <length_t L, typename T, qualifier Q>
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struct compute_rand
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{
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GLM_FUNC_QUALIFIER static vec<L, T, Q> call();
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};
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template <qualifier P>
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struct compute_rand<1, uint8, P>
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{
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GLM_FUNC_QUALIFIER static vec<1, uint8, P> call()
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{
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return vec<1, 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 <qualifier P>
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struct compute_rand<2, uint8, P>
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{
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GLM_FUNC_QUALIFIER static vec<2, uint8, P> call()
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{
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return vec<2, uint8, P>(
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std::rand() % std::numeric_limits<uint8>::max(),
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std::rand() % std::numeric_limits<uint8>::max());
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}
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};
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template <qualifier P>
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struct compute_rand<3, uint8, P>
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{
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GLM_FUNC_QUALIFIER static vec<3, uint8, P> call()
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{
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return vec<3, uint8, P>(
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std::rand() % std::numeric_limits<uint8>::max(),
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std::rand() % std::numeric_limits<uint8>::max(),
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std::rand() % std::numeric_limits<uint8>::max());
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}
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};
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template <qualifier P>
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struct compute_rand<4, uint8, P>
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{
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GLM_FUNC_QUALIFIER static vec<4, uint8, P> call()
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{
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return vec<4, uint8, P>(
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std::rand() % std::numeric_limits<uint8>::max(),
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std::rand() % std::numeric_limits<uint8>::max(),
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std::rand() % std::numeric_limits<uint8>::max(),
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std::rand() % std::numeric_limits<uint8>::max());
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}
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};
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template <length_t L, qualifier Q>
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struct compute_rand<L, uint16, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, uint16, Q> call()
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{
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return
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(vec<L, uint16, Q>(compute_rand<L, uint8, Q>::call()) << static_cast<uint16>(8)) |
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(vec<L, uint16, Q>(compute_rand<L, uint8, Q>::call()) << static_cast<uint16>(0));
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}
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};
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template <length_t L, qualifier Q>
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struct compute_rand<L, uint32, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, uint32, Q> call()
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{
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return
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(vec<L, uint32, Q>(compute_rand<L, uint16, Q>::call()) << static_cast<uint32>(16)) |
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(vec<L, uint32, Q>(compute_rand<L, uint16, Q>::call()) << static_cast<uint32>(0));
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}
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};
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template <length_t L, qualifier Q>
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struct compute_rand<L, uint64, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, uint64, Q> call()
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{
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return
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(vec<L, uint64, Q>(compute_rand<L, uint32, Q>::call()) << static_cast<uint64>(32)) |
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(vec<L, uint64, Q>(compute_rand<L, uint32, Q>::call()) << static_cast<uint64>(0));
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}
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};
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template <length_t L, typename T, qualifier Q>
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struct compute_linearRand
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{
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GLM_FUNC_QUALIFIER static vec<L, T, Q> call(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max);
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};
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template<length_t L, qualifier Q>
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struct compute_linearRand<L, int8, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, int8, Q> call(vec<L, int8, Q> const& Min, vec<L, int8, Q> const& Max)
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{
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return (vec<L, int8, Q>(compute_rand<L, uint8, Q>::call() % vec<L, uint8, Q>(Max + static_cast<int8>(1) - Min))) + Min;
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}
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};
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template<length_t L, qualifier Q>
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struct compute_linearRand<L, uint8, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, uint8, Q> call(vec<L, uint8, Q> const& Min, vec<L, uint8, Q> const& Max)
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{
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return (compute_rand<L, uint8, Q>::call() % (Max + static_cast<uint8>(1) - Min)) + Min;
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}
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};
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template<length_t L, qualifier Q>
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struct compute_linearRand<L, int16, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, int16, Q> call(vec<L, int16, Q> const& Min, vec<L, int16, Q> const& Max)
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{
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return (vec<L, int16, Q>(compute_rand<L, uint16, Q>::call() % vec<L, uint16, Q>(Max + static_cast<int16>(1) - Min))) + Min;
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}
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};
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template<length_t L, qualifier Q>
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struct compute_linearRand<L, uint16, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, uint16, Q> call(vec<L, uint16, Q> const& Min, vec<L, uint16, Q> const& Max)
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{
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return (compute_rand<L, uint16, Q>::call() % (Max + static_cast<uint16>(1) - Min)) + Min;
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}
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};
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template<length_t L, qualifier Q>
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struct compute_linearRand<L, int32, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, int32, Q> call(vec<L, int32, Q> const& Min, vec<L, int32, Q> const& Max)
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{
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return (vec<L, int32, Q>(compute_rand<L, uint32, Q>::call() % vec<L, uint32, Q>(Max + static_cast<int32>(1) - Min))) + Min;
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}
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};
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template<length_t L, qualifier Q>
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struct compute_linearRand<L, uint32, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, uint32, Q> call(vec<L, uint32, Q> const& Min, vec<L, uint32, Q> const& Max)
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{
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return (compute_rand<L, uint32, Q>::call() % (Max + static_cast<uint32>(1) - Min)) + Min;
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}
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};
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template<length_t L, qualifier Q>
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struct compute_linearRand<L, int64, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, int64, Q> call(vec<L, int64, Q> const& Min, vec<L, int64, Q> const& Max)
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{
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return (vec<L, int64, Q>(compute_rand<L, uint64, Q>::call() % vec<L, uint64, Q>(Max + static_cast<int64>(1) - Min))) + Min;
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}
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};
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template<length_t L, qualifier Q>
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struct compute_linearRand<L, uint64, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, uint64, Q> call(vec<L, uint64, Q> const& Min, vec<L, uint64, Q> const& Max)
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{
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return (compute_rand<L, uint64, Q>::call() % (Max + static_cast<uint64>(1) - Min)) + Min;
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}
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};
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template<length_t L, qualifier Q>
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struct compute_linearRand<L, float, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, float, Q> call(vec<L, float, Q> const& Min, vec<L, float, Q> const& Max)
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{
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return vec<L, float, Q>(compute_rand<L, uint32, Q>::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<length_t L, qualifier Q>
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struct compute_linearRand<L, double, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, double, Q> call(vec<L, double, Q> const& Min, vec<L, double, Q> const& Max)
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{
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return vec<L, double, Q>(compute_rand<L, uint64, Q>::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<length_t L, qualifier Q>
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struct compute_linearRand<L, long double, Q>
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{
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GLM_FUNC_QUALIFIER static vec<L, long double, Q> call(vec<L, long double, Q> const& Min, vec<L, long double, Q> const& Max)
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{
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return vec<L, long double, Q>(compute_rand<L, uint64, Q>::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 genType>
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GLM_FUNC_QUALIFIER genType linearRand(genType Min, genType Max)
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{
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return detail::compute_linearRand<1, genType, highp>::call(
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vec<1, genType, highp>(Min),
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vec<1, genType, highp>(Max)).x;
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}
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<L, T, Q> linearRand(vec<L, T, Q> const& Min, vec<L, T, Q> const& Max)
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{
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return detail::compute_linearRand<L, T, Q>::call(Min, Max);
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}
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template<typename genType>
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GLM_FUNC_QUALIFIER genType gaussRand(genType Mean, genType Deviation)
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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 static_cast<genType>(x2 * Deviation * Deviation * sqrt((genType(-2) * log(w)) / w) + Mean);
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}
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template<length_t L, typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<L, T, Q> gaussRand(vec<L, T, Q> const& Mean, vec<L, T, Q> const& Deviation)
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{
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return detail::functor2<vec, L, T, Q>::call(gaussRand, Mean, Deviation);
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}
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template<typename T>
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GLM_FUNC_QUALIFIER vec<2, T, defaultp> diskRand(T Radius)
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{
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assert(Radius > static_cast<T>(0));
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vec<2, 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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vec<2, T, defaultp>(-Radius),
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vec<2, 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 vec<3, T, defaultp> ballRand(T Radius)
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{
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assert(Radius > static_cast<T>(0));
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vec<3, 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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vec<3, T, defaultp>(-Radius),
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vec<3, 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 vec<2, T, defaultp> circularRand(T Radius)
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{
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assert(Radius > static_cast<T>(0));
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T a = linearRand(T(0), static_cast<T>(6.283185307179586476925286766559));
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return vec<2, T, defaultp>(glm::cos(a), glm::sin(a)) * Radius;
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}
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template<typename T>
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GLM_FUNC_QUALIFIER vec<3, T, defaultp> sphericalRand(T Radius)
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{
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assert(Radius > static_cast<T>(0));
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T theta = linearRand(T(0), T(6.283185307179586476925286766559f));
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T phi = std::acos(linearRand(T(-1.0f), T(1.0f)));
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T x = std::sin(phi) * std::cos(theta);
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T y = std::sin(phi) * std::sin(theta);
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T z = std::cos(phi);
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return vec<3, T, defaultp>(x, y, z) * Radius;
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}
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}//namespace glm
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