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XCEngine/engine/third_party/physx/source/common/src/CmRandom.h

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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) 2008-2025 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 CM_RANDOM_H
#define CM_RANDOM_H
#include "foundation/PxQuat.h"
#include "foundation/PxVec3.h"
#define TEST_MAX_RAND 0xffff
namespace physx
{
namespace Cm
{
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 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)
{
v = unitRandomPt();
}
void unitRandomQuat(physx::PxQuat& v)
{
v = unitRandomQuat();
}
PxVec3 unitRandomPt()
{
PxVec3 v;
do
{
v.x = randomFloat();
v.y = randomFloat();
v.z = randomFloat();
} while (v.normalize() < 1e-6f);
return v;
}
PxQuat unitRandomQuat()
{
PxQuat v;
do
{
v.x = randomFloat();
v.y = randomFloat();
v.z = randomFloat();
v.w = randomFloat();
} while (v.normalize() < 1e-6f);
return v;
}
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)
{
setSeed(s);
}
void 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 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 randUnit()
{
PxU32 mask = (1 << 23) - 1;
return PxF32(randI()&(mask)) / PxF32(mask);
}
PxReal rand(PxReal lower, PxReal upper)
{
return lower + randUnit() * (upper - lower);
}
private:
PxU32 mBuffer[250];
PxI32 mIndex;
};
static RandomR250 gRandomR250(0x95d6739b);
PX_FORCE_INLINE PxU32 Rand()
{
return gRandomR250.randI() & TEST_MAX_RAND;
}
PX_FORCE_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_FORCE_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_FORCE_INLINE PxI32 Rand(PxI32 a, PxI32 b)
{
return a + static_cast<PxI32>(Rand() % (b - a));
}
PX_FORCE_INLINE void SetSeed(PxU32 seed)
{
gRandomR250.setSeed(seed);
}
}
}
#endif