|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
|
|
|
|
#ifndef plRandom_inc
|
|
|
|
#define plRandom_inc
|
|
|
|
|
|
|
|
// FAST_Q is basically lifted from Numerical Recipes.
|
|
|
|
// The RandZeroToOne and RandMinusOneToOne were "enhanced"
|
|
|
|
// a bit, but tested out nicely to generate sequences with
|
|
|
|
// appropriate maxs, mins, and means.
|
|
|
|
// FAST_Q depends on IEEE floating point format. Undefine
|
|
|
|
// it for any platform which doesn't satisfy this, or
|
|
|
|
// come up with the appropriate constants for that platform.
|
|
|
|
#define FAST_Q
|
|
|
|
|
|
|
|
|
|
|
|
class plRandom
|
|
|
|
{
|
|
|
|
protected:
|
|
|
|
mutable uint32_t fSeed;
|
|
|
|
public:
|
|
|
|
inline float RandNorm() const;
|
|
|
|
inline int Rand() const;
|
|
|
|
inline int RandRangeI(int lo, int hi) const;
|
|
|
|
inline float RandRangeF(float lo, float hi) const;
|
|
|
|
inline float RandMinusOneToOne() const;
|
|
|
|
inline float RandZeroToOne() const;
|
|
|
|
|
|
|
|
uint32_t GetSeed() const { return fSeed; }
|
|
|
|
void SetSeed(int seed) { fSeed = seed; }
|
|
|
|
|
|
|
|
plRandom(int seed = 1) : fSeed(seed) {}
|
|
|
|
};
|
|
|
|
|
|
|
|
inline float plRandom::RandNorm() const
|
|
|
|
{
|
|
|
|
#ifndef FAST_Q
|
|
|
|
return 1.f / 32767.f;
|
|
|
|
#else // FAST_Q
|
|
|
|
return (1.f / float(~0UL));
|
|
|
|
#endif // FAST_Q
|
|
|
|
}
|
|
|
|
|
|
|
|
inline int plRandom::Rand() const
|
|
|
|
{
|
|
|
|
#ifndef FAST_Q
|
|
|
|
int temp;
|
|
|
|
fSeed = fSeed * 1103515245 + 12345;
|
|
|
|
temp = (int)((fSeed/65536)&32767);
|
|
|
|
return (temp);
|
|
|
|
#else // FAST_Q
|
|
|
|
return fSeed = 1664525L * fSeed + 1013904223L;
|
|
|
|
#endif // FAST_Q
|
|
|
|
}
|
|
|
|
|
|
|
|
// RandZeroToOne - take our usual random uint32_t.
|
|
|
|
// We're going to mask in an exponent to make it
|
|
|
|
// a float in range [1..2). Then subtract 1.f to
|
|
|
|
// make it [0..1). We shift our random uint32_t down
|
|
|
|
// by 9 because the upper bits are the most random.
|
|
|
|
inline float plRandom::RandZeroToOne() const
|
|
|
|
{
|
|
|
|
#ifndef FAST_Q
|
|
|
|
return Rand() * RandNorm();
|
|
|
|
#else // FAST_Q
|
|
|
|
const uint32_t kOneExp = 0x3f800000;
|
|
|
|
uint32_t temp = kOneExp | (uint32_t(Rand()) >> 9);
|
|
|
|
return (*(float*)&temp) - 1.f;
|
|
|
|
#endif // FAST_Q
|
|
|
|
}
|
|
|
|
|
|
|
|
// RandMinusOneToOne - same as RandZeroToOne, but we
|
|
|
|
// mask in an exponent putting it in range [2..4),
|
|
|
|
// then subtract 3 to give [-1..1).
|
|
|
|
inline float plRandom::RandMinusOneToOne() const
|
|
|
|
{
|
|
|
|
#ifndef FAST_Q
|
|
|
|
return RandZeroToOne() * 2.f - 1.f;
|
|
|
|
#else // FAST_Q
|
|
|
|
const uint32_t kTwoExp = 0x40000000;
|
|
|
|
uint32_t temp = kTwoExp | (uint32_t(Rand()) >> 9);
|
|
|
|
return (*(float*)&temp) - 3.f;
|
|
|
|
#endif // FAST_Q
|
|
|
|
}
|
|
|
|
|
|
|
|
inline float plRandom::RandRangeF(float lo, float hi) const
|
|
|
|
{
|
|
|
|
return lo + RandZeroToOne() * (hi - lo);
|
|
|
|
}
|
|
|
|
|
|
|
|
inline int plRandom::RandRangeI(int lo, int hi) const
|
|
|
|
{
|
|
|
|
return lo + int(RandZeroToOne() * float(hi + 1 - lo));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#endif // plRandom_inc
|
|
|
|
|