2013-07-16 06:42:44 +00:00
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///////////////////////////////////////////////////////////////////////////////////
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/// OpenGL Mathematics (glm.g-truc.net)
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///
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/// Copyright (c) 2005 - 2012 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 <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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struct compute_linearRand
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{
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template <typename T>
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GLM_FUNC_QUALIFIER T operator() (T const & Min, T const & Max) const;
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/*
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{
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GLM_STATIC_ASSERT(0, "'linearRand' invalid template parameter type. GLM_GTC_random only supports floating-point template types.");
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return Min;
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}
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*/
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};
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template <>
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GLM_FUNC_QUALIFIER half compute_linearRand::operator()<half> (half const & Min, half const & Max) const
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{
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return half(float(std::rand()) / float(RAND_MAX) * (float(Max) - float(Min)) + float(Min));
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}
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template <>
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GLM_FUNC_QUALIFIER float compute_linearRand::operator()<float> (float const & Min, float const & Max) const
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{
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return float(std::rand()) / float(RAND_MAX) * (Max - Min) + Min;
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}
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template <>
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GLM_FUNC_QUALIFIER double compute_linearRand::operator()<double> (double const & Min, double const & Max) const
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{
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return double(std::rand()) / double(RAND_MAX) * (Max - Min) + Min;
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}
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template <>
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GLM_FUNC_QUALIFIER long double compute_linearRand::operator()<long double> (long double const & Min, long double const & Max) const
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{
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return (long double)(std::rand()) / (long double)(RAND_MAX) * (Max - Min) + Min;
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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
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(
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genType const & Min,
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genType const & Max
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)
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{
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return detail::compute_linearRand()(Min, Max);
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}
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VECTORIZE_VEC_VEC(linearRand)
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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> 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> 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(detail::tvec2<T>(-Radius), detail::tvec2<T>(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> 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> 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(detail::tvec3<T>(-Radius), detail::tvec3<T>(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> 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>(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> 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>(x, y, z) * Radius;
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}
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}//namespace glm
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