1 | // Copyright (C) 2012-2014 ChaosForge Ltd
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2 | // http://chaosforge.org/
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3 | //
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4 | // This file is part of NV Libraries.
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5 | // For conditions of distribution and use, see copyright notice in nv.hh
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6 |
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7 | #include "nv/core/random.hh"
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8 | #include "nv/core/time.hh"
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9 |
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10 | using namespace nv;
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11 |
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12 | random::random( random::seed_type seed /*= 0 */ )
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13 | : rng( seed == 0 ? randomized_seed() : seed )
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14 | {
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15 |
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16 | }
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17 |
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18 | random::seed_type random::randomize()
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19 | {
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20 | seed_type seed = randomized_seed();
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21 | rng.seed( seed );
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22 | return seed;
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23 | }
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24 |
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25 | void random::set_seed( random::seed_type seed /*= 0 */ )
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26 | {
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27 | rng.seed( seed == 0 ? randomized_seed() : seed );
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28 | }
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29 |
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30 | nv::random& random::get()
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31 | {
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32 | static random default_rng;
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33 | return default_rng;
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34 | }
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35 |
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36 | random::result_type random::rand()
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37 | {
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38 | return rng();
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39 | }
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40 |
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41 | sint32 random::srand( sint32 val )
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42 | {
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43 | std::uniform_int_distribution<sint32> dist( 0, val - 1 );
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44 | return dist( rng );
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45 | }
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46 |
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47 | uint32 random::urand( uint32 val )
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48 | {
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49 | std::uniform_int_distribution<uint32> dist( 0, val - 1 );
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50 | return dist( rng );
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51 | }
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52 |
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53 | f32 random::frand( f32 val )
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54 | {
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55 | std::uniform_real_distribution<f32> dist( 0, val );
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56 | return dist( rng );
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57 | }
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58 |
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59 | sint32 random::srange( sint32 min, sint32 max )
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60 | {
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61 | std::uniform_int_distribution<sint32> dist( min, max );
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62 | return dist( rng );
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63 | }
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64 |
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65 | uint32 random::urange( uint32 min, uint32 max )
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66 | {
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67 | std::uniform_int_distribution<uint32> dist( min, max );
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68 | return dist( rng );
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69 | }
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70 |
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71 | f32 random::frange( f32 min, f32 max )
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72 | {
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73 | std::uniform_real_distribution<f32> dist( min, max );
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74 | return dist( rng );
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75 | }
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76 |
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77 | uint32 random::dice( uint32 count, uint32 sides )
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78 | {
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79 | std::uniform_int_distribution<uint32> dist( 1, sides );
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80 | uint32 result = 0;
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81 | while (count-- > 0)
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82 | {
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83 | result += dist( rng );
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84 | };
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85 | return result;
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86 | }
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87 |
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88 | random::seed_type random::randomized_seed()
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89 | {
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90 | return narrow_cast< seed_type >( get_ticks() );
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91 | }
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92 |
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93 | nv::vec2 nv::random::precise_unit_vec2()
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94 | {
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95 | std::uniform_real_distribution<f32> dist( 0, glm::pi<float>() * 2.f );
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96 | float angle = dist( rng );
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97 | return vec2( glm::cos( angle ), glm::sin( angle ) );
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98 | }
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99 |
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100 | nv::vec3 nv::random::precise_unit_vec3()
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101 | {
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102 | std::uniform_real_distribution<f32> dist11( -1.0f, 1.0f );
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103 | std::uniform_real_distribution<f32> dist02pi( 0.0f, 2*glm::pi<float>() );
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104 | float cos_theta = dist11( rng );
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105 | float sin_theta = glm::sqrt( 1.0f - cos_theta * cos_theta );
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106 | float phi = dist02pi( rng );
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107 | return vec3(
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108 | sin_theta * glm::sin(phi),
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109 | sin_theta * glm::cos(phi),
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110 | cos_theta
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111 | );
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112 | }
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113 |
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114 | nv::vec2 nv::random::fast_disk_point()
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115 | {
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116 | std::uniform_real_distribution<f32> dist( 0.0f, 1.0f );
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117 | float r1 = dist( rng );
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118 | float r2 = dist( rng );
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119 | if ( r1 > r2 ) std::swap( r1, r2 );
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120 | float rf = 2*glm::pi<float>()*(r1/r2);
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121 | return vec2( r2*glm::cos( rf ), r2*glm::sin( rf ) );
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122 | }
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123 |
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124 | nv::vec2 nv::random::precise_disk_point()
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125 | {
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126 | std::uniform_real_distribution<f32> unit( 0.0f, 1.0f );
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127 | std::uniform_real_distribution<f32> angle( 0.0f, glm::pi<float>() );
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128 | float r = glm::sqrt( unit( rng ) );
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129 | float rangle = angle( rng );
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130 | return vec2( r*glm::cos( rangle ), r*glm::sin( rangle ) );
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131 | }
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132 |
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133 | nv::vec3 nv::random::fast_sphere_point()
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134 | {
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135 | std::uniform_real_distribution<f32> dist01( 0.0f, 1.0f );
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136 | std::uniform_real_distribution<f32> dist11( -1.0f, 1.0f );
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137 | std::uniform_real_distribution<f32> dist02pi( 0.0f, 2*glm::pi<float>() );
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138 | float rad = dist01( rng );
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139 | float pi = glm::pi<float>();
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140 | float phi = glm::asin( dist11( rng ) ) + pi*.5f;
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141 | float theta = dist02pi( rng );
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142 | float sin_phi = glm::sin( phi );
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143 | return vec3(
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144 | rad * glm::cos(theta) * sin_phi,
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145 | rad * glm::sin(theta) * sin_phi,
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146 | rad * glm::cos(phi)
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147 | );
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148 | }
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149 |
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150 | nv::vec3 nv::random::precise_sphere_point()
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151 | {
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152 | std::uniform_real_distribution<f32> dist01( 0.0f, 1.0f );
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153 | std::uniform_real_distribution<f32> dist11( -1.0f, 1.0f );
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154 | std::uniform_real_distribution<f32> dist02pi( 0.0f, 2*glm::pi<float>() );
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155 | float radius = std::pow( dist01( rng ), 1.f/3.f );
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156 | float cos_theta = dist11( rng );
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157 | float sin_theta = glm::sqrt( 1.0f - cos_theta * cos_theta );
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158 | float phi = dist02pi( rng );
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159 | return vec3(
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160 | radius * sin_theta * glm::sin(phi),
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161 | radius * sin_theta * glm::cos(phi),
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162 | radius * cos_theta
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163 | );
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164 | }
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165 |
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166 | nv::vec2 nv::random::precise_ellipse_point( const vec2& radii )
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167 | {
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168 | std::uniform_real_distribution<f32> distx( -radii.x, radii.x );
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169 | std::uniform_real_distribution<f32> disty( -radii.y, radii.y );
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170 | vec2 inv_radii = 1.f / radii;
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171 | vec2 inv_radii2 = inv_radii * inv_radii;
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172 | for ( uint32 i = 0; i < 12; ++i )
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173 | {
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174 | float x = distx( rng );
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175 | float y = disty( rng );
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176 | if ( x * x * inv_radii2.x + y * y * inv_radii2.y <= 1.f )
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177 | {
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178 | return vec2( x, y );
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179 | }
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180 | }
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181 | return fast_disk_point() * radii;
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182 | }
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183 |
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184 | nv::vec3 nv::random::precise_ellipsoid_point( const vec3& radii )
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185 | {
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186 | std::uniform_real_distribution<f32> distx( -radii.x, radii.x );
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187 | std::uniform_real_distribution<f32> disty( -radii.y, radii.y );
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188 | std::uniform_real_distribution<f32> distz( -radii.z, radii.z );
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189 | vec3 inv_radii = 1.f / radii;
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190 | vec3 inv_radii2 = inv_radii * inv_radii;
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191 | for ( uint32 i = 0; i < 12; ++i )
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192 | {
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193 | float x = distx( rng );
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194 | float y = disty( rng );
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195 | float z = distz( rng );
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196 | if ( x * x * inv_radii2.x + y * y * inv_radii2.y + z * z * inv_radii2.z <= 1.f )
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197 | {
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198 | return vec3( x, y, z );
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199 | }
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200 | }
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201 | return fast_sphere_point() * radii;
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202 | }
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203 |
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204 | nv::vec2 nv::random::fast_hollow_disk_point( float iradius, float oradius )
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205 | {
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206 | float idist2 = iradius * iradius;
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207 | float odist2 = oradius * oradius;
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208 | float rdist = glm::sqrt( std::uniform_real_distribution<f32>( idist2, odist2 )( rng ) );
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209 | return rdist * precise_unit_vec2();
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210 | }
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211 |
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212 | nv::vec2 nv::random::precise_hollow_disk_point( float iradius, float oradius )
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213 | {
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214 | return fast_hollow_disk_point( iradius, oradius );
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215 | }
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216 |
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217 | nv::vec3 nv::random::fast_hollow_sphere_point( float iradius, float oradius )
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218 | {
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219 | float idist3 = iradius * iradius * iradius;
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220 | float odist3 = oradius * oradius * oradius;
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221 | float rdist = std::pow( std::uniform_real_distribution<f32>( idist3, odist3 )( rng ), 1.f/3.f );
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222 | return rdist * precise_unit_vec3();
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223 | }
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224 |
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225 | nv::vec3 nv::random::precise_hollow_sphere_point( float iradius, float oradius )
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226 | {
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227 | return fast_hollow_sphere_point( iradius, oradius );
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228 | }
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229 |
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230 |
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231 | nv::vec2 nv::random::fast_hollow_ellipse_point( const vec2& iradii, const vec2& oradii )
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232 | {
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233 | vec2 iradii2 = iradii * iradii;
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234 | vec2 opoint = ellipse_edge( oradii );
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235 | vec2 opoint2 = opoint * opoint;
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236 | vec2 odir = glm::normalize( opoint );
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237 | float odist2 = opoint2.x + opoint2.y;
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238 |
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239 | float low = iradii2.y * opoint2.x + iradii2.x * opoint2.y;
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240 | float idist2 = ((iradii2.x * iradii2.y) / low ) * odist2;
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241 |
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242 | float rdist = glm::sqrt( std::uniform_real_distribution<f32>( idist2, odist2 )( rng ) );
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243 | return odir * rdist;
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244 | }
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245 |
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246 | nv::vec2 nv::random::precise_hollow_ellipse_point( const vec2& iradii, const vec2& oradii )
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247 | {
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248 | return fast_hollow_ellipse_point( iradii, oradii );
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249 | }
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250 |
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251 | nv::vec3 nv::random::fast_hollow_ellipsoid_point( const vec3& iradii, const vec3& oradii )
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252 | {
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253 | vec3 iradii2 = iradii * iradii;
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254 | vec3 opoint = ellipsoid_edge( oradii );
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255 | vec3 opoint2 = opoint * opoint;
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256 | vec3 odir = glm::normalize( opoint );
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257 | float odist2 = opoint2.x + opoint2.y + opoint2.z;
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258 |
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259 | float low =
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260 | iradii2.y * iradii2.z * opoint2.x +
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261 | iradii2.x * iradii2.z * opoint2.y +
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262 | iradii2.x * iradii2.y * opoint2.z;
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263 | float idist2 = ((iradii2.x * iradii2.y * iradii2.z) / low ) * odist2;
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264 |
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265 | float odist3 = odist2 * glm::sqrt( odist2 );
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266 | float idist3 = idist2 * glm::sqrt( idist2 );
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267 |
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268 | float rdist = std::pow( std::uniform_real_distribution<f32>( idist3, odist3 )( rng ), 1.f/3.f );
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269 | return odir * rdist;
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270 | }
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271 |
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272 | nv::vec3 nv::random::precise_hollow_ellipsoid_point( const vec3& iradii, const vec3& oradii )
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273 | {
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274 | return fast_hollow_ellipsoid_point( iradii, oradii );
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275 | }
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276 |
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