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authorgit perforce import user <a@b>2016-10-25 12:29:14 -0600
committerSheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees>2016-10-25 18:56:37 -0500
commit3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch)
treefa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Samples/PxToolkit/src/PxTkRandom.cpp
downloadphysx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz
physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip
Initial commit:
PhysX 3.4.0 Update @ 21294896 APEX 1.4.0 Update @ 21275617 [CL 21300167]
Diffstat (limited to 'PhysX_3.4/Samples/PxToolkit/src/PxTkRandom.cpp')
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+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#include "PxTkRandom.h"
+#include "foundation/PxQuat.h"
+
+using namespace physx;
+using namespace PxToolkit;
+
+static RandomR250 gRandomR250(0x95d6739b);
+
+PxVec3 BasicRandom::unitRandomPt()
+{
+ PxVec3 v;
+ do
+ {
+ v.x = randomFloat();
+ v.y = randomFloat();
+ v.z = randomFloat();
+ }
+ while(v.normalize()<1e-6f);
+ return v;
+}
+
+PxQuat BasicRandom::unitRandomQuat()
+{
+ PxQuat v;
+ do
+ {
+ v.x = randomFloat();
+ v.y = randomFloat();
+ v.z = randomFloat();
+ v.w = randomFloat();
+ }
+ while(v.normalize()<1e-6f);
+
+ return v;
+}
+
+
+void BasicRandom::unitRandomPt(PxVec3& v)
+{
+ v = unitRandomPt();
+}
+void BasicRandom::unitRandomQuat(PxQuat& v)
+{
+ v = unitRandomQuat();
+}
+
+
+void PxToolkit::SetSeed(PxU32 seed)
+{
+ gRandomR250.setSeed(seed);
+}
+
+PxU32 PxToolkit::Rand()
+{
+ return gRandomR250.randI() & TEST_MAX_RAND;
+}
+
+
+RandomR250::RandomR250(PxI32 s)
+{
+ setSeed(s);
+}
+
+void RandomR250::setSeed(PxI32 s)
+{
+ BasicRandom lcg(s);
+ mIndex = 0;
+
+ PxI32 j;
+ for (j = 0; j < 250; j++) // fill r250 buffer with bit values
+ mBuffer[j] = lcg.randomize();
+
+ for (j = 0; j < 250; j++) // set some MSBs to 1
+ if ( lcg.randomize() > 0x40000000L )
+ mBuffer[j] |= 0x80000000L;
+
+ PxU32 msb = 0x80000000; // turn on diagonal bit
+ PxU32 mask = 0xffffffff; // turn off the leftmost bits
+
+ for (j = 0; j < 32; j++)
+ {
+ const PxI32 k = 7 * j + 3; // select a word to operate on
+ mBuffer[k] &= mask; // turn off bits left of the diagonal
+ mBuffer[k] |= msb; // turn on the diagonal bit
+ mask >>= 1;
+ msb >>= 1;
+ }
+}
+
+PxU32 RandomR250::randI()
+{
+ PxI32 j;
+
+ // wrap pointer around
+ if ( mIndex >= 147 ) j = mIndex - 147;
+ else j = mIndex + 103;
+
+ const PxU32 new_rand = mBuffer[ mIndex ] ^ mBuffer[ j ];
+ mBuffer[ mIndex ] = new_rand;
+
+ // increment pointer for next time
+ if ( mIndex >= 249 ) mIndex = 0;
+ else mIndex++;
+
+ return new_rand >> 1;
+}
+
+PxReal RandomR250::randUnit()
+{
+ PxU32 mask = (1<<23)-1;
+ return PxF32(randI()&(mask))/PxF32(mask);
+}