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/*==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/>.
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