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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) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_TOOLKIT_RANDOM_H
#define PX_TOOLKIT_RANDOM_H
#include "common/PxPhysXCommonConfig.h"
#define TEST_MAX_RAND 0xffff
namespace PxToolkit
{
using namespace physx;
class BasicRandom
{
public:
BasicRandom(PxU32 seed=0) : mRnd(seed) {}
~BasicRandom() {}
PX_FORCE_INLINE void setSeed(PxU32 seed) { mRnd = seed; }
PX_FORCE_INLINE PxU32 getCurrentValue() const { return mRnd; }
PxU32 randomize() { mRnd = mRnd * 2147001325 + 715136305; return mRnd; }
PX_FORCE_INLINE PxU32 rand() { return randomize() & 0xffff; }
PX_FORCE_INLINE PxU32 rand32() { return randomize() & 0xffffffff; }
PxF32 randLegacy(PxF32 a, PxF32 b)
{
const PxF32 r = static_cast<PxF32>(rand())/(static_cast<PxF32>(0x7fff)+1.0f);
return r*(b-a) + a;
}
PxI32 randLegacy(PxI32 a, PxI32 b)
{
return a + static_cast<PxI32>(rand()%(b-a));
}
PxF32 rand(PxF32 a, PxF32 b)
{
const PxF32 r = rand32()/(static_cast<PxF32>(0xffffffff));
return r*(b-a) + a;
}
PxI32 rand(PxI32 a, PxI32 b)
{
return a + static_cast<PxI32>(rand32()%(b-a));
}
PxF32 randomFloat()
{
return rand()/(static_cast<PxF32>(0xffff)) - 0.5f;
}
PxF32 randomFloat32()
{
return rand32()/(static_cast<PxF32>(0xffffffff)) - 0.5f;
}
PxF32 randomFloat32(PxReal a, PxReal b) { return rand32()/PxF32(0xffffffff)*(b-a)+a; }
void unitRandomPt(physx::PxVec3& v);
void unitRandomQuat(physx::PxQuat& v);
PxVec3 unitRandomPt();
PxQuat unitRandomQuat();
private:
PxU32 mRnd;
};
//--------------------------------------
// Fast, very good random numbers
//
// Period = 2^249
//
// Kirkpatrick, S., and E. Stoll, 1981; A Very Fast Shift-Register
// Sequence Random Number Generator, Journal of Computational Physics,
// V. 40.
//
// Maier, W.L., 1991; A Fast Pseudo Random Number Generator,
// Dr. Dobb's Journal, May, pp. 152 - 157
class RandomR250
{
public:
RandomR250(PxI32 s);
void setSeed(PxI32 s);
PxU32 randI();
PxReal randUnit();
PxReal rand(PxReal lower, PxReal upper)
{
return lower + randUnit() * (upper - lower);
}
private:
PxU32 mBuffer[250];
PxI32 mIndex;
};
void SetSeed(PxU32 seed);
PxU32 Rand();
PX_INLINE PxF32 Rand(PxF32 a,PxF32 b)
{
const PxF32 r = static_cast<PxF32>(Rand())/(static_cast<PxF32>(TEST_MAX_RAND));
return r*(b-a) + a;
}
PX_INLINE PxF32 RandLegacy(PxF32 a,PxF32 b)
{
const PxF32 r = static_cast<PxF32>(Rand())/(static_cast<PxF32>(0x7fff)+1.0f);
return r*(b-a) + a;
}
//returns numbers from [a, b-1]
PX_INLINE PxI32 Rand(PxI32 a,PxI32 b)
{
return a + static_cast<PxI32>(Rand()%(b-a));
}
}
#endif
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