mirror of
https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-19 19:59:09 +00:00
Hoist MOULOpenSourceClientPlugin/Plasma20/* to top level
to match H'uru layout and make patching/cherry-picking easier.
This commit is contained in:
137
Sources/Plasma/PubUtilLib/plMath/plRandom.h
Normal file
137
Sources/Plasma/PubUtilLib/plMath/plRandom.h
Normal file
@ -0,0 +1,137 @@
|
||||
/*==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 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 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
|
||||
register 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.
|
||||
// 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 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 kOneExp = 0x3f800000;
|
||||
register UInt32 temp = kOneExp | (UInt32(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 kTwoExp = 0x40000000;
|
||||
register UInt32 temp = kTwoExp | (UInt32(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
|
||||
|
Reference in New Issue
Block a user