////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2012 G-Truc Creation (www.g-truc.net) ////////////////////////////////////////////////////////////////////////////////// // Created : 2011-09-19 // Updated : 2011-09-19 // Licence : This source is under MIT License // File : glm/gtc/random.inl ////////////////////////////////////////////////////////////////////////////////// #include #include #include "../core/_vectorize.hpp" namespace glm{ namespace detail { struct compute_linearRand { template GLM_FUNC_QUALIFIER T operator() (T const & Min, T const & Max) const; /* { GLM_STATIC_ASSERT(0, "'linearRand' invalid template parameter type. GLM_GTC_random only supports floating-point template types."); return Min; } */ }; template <> GLM_FUNC_QUALIFIER half compute_linearRand::operator() (half const & Min, half const & Max) const { return half(float(std::rand()) / float(RAND_MAX) * (float(Max) - float(Min)) + float(Min)); } template <> GLM_FUNC_QUALIFIER float compute_linearRand::operator() (float const & Min, float const & Max) const { return float(std::rand()) / float(RAND_MAX) * (Max - Min) + Min; } template <> GLM_FUNC_QUALIFIER double compute_linearRand::operator() (double const & Min, double const & Max) const { return double(std::rand()) / double(RAND_MAX) * (Max - Min) + Min; } template <> GLM_FUNC_QUALIFIER long double compute_linearRand::operator() (long double const & Min, long double const & Max) const { return (long double)(std::rand()) / (long double)(RAND_MAX) * (Max - Min) + Min; } }//namespace detail template GLM_FUNC_QUALIFIER genType linearRand ( genType const & Min, genType const & Max ) { return detail::compute_linearRand()(Min, Max); } VECTORIZE_VEC_VEC(linearRand) template GLM_FUNC_QUALIFIER genType gaussRand ( genType const & Mean, genType const & Deviation ) { genType w, x1, x2; do { x1 = linearRand(genType(-1), genType(1)); x2 = linearRand(genType(-1), genType(1)); w = x1 * x1 + x2 * x2; } while(w > genType(1)); return x2 * Deviation * Deviation * sqrt((genType(-2) * log(w)) / w) + Mean; } VECTORIZE_VEC_VEC(gaussRand) template GLM_FUNC_QUALIFIER detail::tvec2 diskRand ( T const & Radius ) { detail::tvec2 Result(T(0)); T LenRadius(T(0)); do { Result = linearRand(detail::tvec2(-Radius), detail::tvec2(Radius)); LenRadius = length(Result); } while(LenRadius > Radius); return Result; } template GLM_FUNC_QUALIFIER detail::tvec3 ballRand ( T const & Radius ) { detail::tvec3 Result(T(0)); T LenRadius(T(0)); do { Result = linearRand(detail::tvec3(-Radius), detail::tvec3(Radius)); LenRadius = length(Result); } while(LenRadius > Radius); return Result; } template GLM_FUNC_QUALIFIER detail::tvec2 circularRand ( T const & Radius ) { T a = linearRand(T(0), T(6.283185307179586476925286766559f)); return detail::tvec2(cos(a), sin(a)) * Radius; } template GLM_FUNC_QUALIFIER detail::tvec3 sphericalRand ( T const & Radius ) { T z = linearRand(T(-1), T(1)); T a = linearRand(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(x, y, z) * Radius; } }//namespace glm