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//
// 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);
}