// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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); }