/*==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 . 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