// 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) 2008-2017 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); }