diff options
author | click <none@none> | 2010-06-05 00:59:25 +0200 |
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committer | click <none@none> | 2010-06-05 00:59:25 +0200 |
commit | e77716188861d4aa83b227a90e04a66b63baeb1f (patch) | |
tree | ce72764181a760314ec851f7535052dcf75649db /dep/src/g3dlite/Random.cpp | |
parent | 1426c2970f42a2d065198806f750bf5dd28d580b (diff) |
HIGHLY EXPERIMENTAL - USE AT YOUR OWN RISK
Implement the use of the new vmap3-format by Lynx3d (mad props to you for this, and thanks for the talks earlier)
+ reduced Vmap size to less than one third, and improve precision
+ indoor/outdoor check which allows automatic unmounting of players
+ additional area information from WMOAreaTable.dbc, removed existing "hacks"
+ WMO liquid information for swimming and fishing correctly in buildings/cities/caves/instances (lava and slime WILL hurt from now on!)
- buildfiles for windows are not properly done, and will need to be sorted out
NOTE: Do NOT annoy Lynx3d about this, any issues with this "port" is entirely our fault !
THIS REVISION IS CONSIDERED UNSTABLE AND CONTAINS WORK IN PROGRESS - USE AT YOUR OWN RISK!
--HG--
branch : trunk
Diffstat (limited to 'dep/src/g3dlite/Random.cpp')
-rw-r--r-- | dep/src/g3dlite/Random.cpp | 212 |
1 files changed, 212 insertions, 0 deletions
diff --git a/dep/src/g3dlite/Random.cpp b/dep/src/g3dlite/Random.cpp new file mode 100644 index 00000000000..2dda744a1ac --- /dev/null +++ b/dep/src/g3dlite/Random.cpp @@ -0,0 +1,212 @@ +/** + @file Random.cpp + + @maintainer Morgan McGuire, http://graphics.cs.williams.edu + + @created 2009-01-02 + @edited 2009-03-29 + + Copyright 2000-2009, Morgan McGuire. + All rights reserved. + */ +#include "G3D/Random.h" + +namespace G3D { + +Random& Random::common() { + static Random r; + return r; +} + +Random::Random(void* x) : state(NULL), m_threadsafe(false) { + (void)x; +} + + +Random::Random(uint32 seed, bool threadsafe) : m_threadsafe(threadsafe) { + const uint32 X = 1812433253UL; + + state = new uint32[N]; + state[0] = seed; + for (index = 1; index < (int)N; ++index) { + state[index] = X * (state[index - 1] ^ (state[index - 1] >> 30)) + index; + } +} + + +Random::~Random() { + delete[] state; + state = NULL; +} + + +uint32 Random::bits() { + // See http://en.wikipedia.org/wiki/Mersenne_twister + + // Make a local copy of the index variable to ensure that it + // is not out of bounds + int localIndex = index; + + // Automatically checks for index < 0 if corrupted + // by unsynchronized threads. + if ((unsigned int)localIndex >= (unsigned int)N) { + generate(); + localIndex = 0; + } + // Increment the global index. It may go out of bounds on + // multiple threads, but the above check ensures that the + // array index actually used never goes out of bounds. + // It doesn't matter if we grab the same array index twice + // on two threads, since the distribution of random numbers + // will still be uniform. + ++index; + // Return the next random in the sequence + uint32 r = state[localIndex]; + + // Temper the result + r ^= r >> U; + r ^= (r << S) & B; + r ^= (r << T) & C; + r ^= r >> L; + + return r; +} + + +/** Generate the next N ints, and store them for readback later */ +void Random::generate() { + // Lower R bits + static const uint32 LOWER_MASK = (1LU << R) - 1; + + // Upper (32 - R) bits + static const uint32 UPPER_MASK = 0xFFFFFFFF << R; + static const uint32 mag01[2] = {0UL, (uint32)A}; + + if (m_threadsafe) { + bool contention = ! lock.lock(); + if (contention) { + // Another thread just generated a set of numbers; no need for + // this thread to do it too + lock.unlock(); + return; + } + } + + // First N - M + for (unsigned int i = 0; i < N - M; ++i) { + uint32 x = (state[i] & UPPER_MASK) | (state[i + 1] & LOWER_MASK); + state[i] = state[i + M] ^ (x >> 1) ^ mag01[x & 1]; + } + + // Rest + for (unsigned int i = N - M + 1; i < N - 1; ++i) { + uint32 x = (state[i] & UPPER_MASK) | (state[i + 1] & LOWER_MASK); + state[i] = state[i + (M - N)] ^ (x >> 1) ^ mag01[x & 1]; + } + + uint32 y = (state[N - 1] & UPPER_MASK) | (state[0] & LOWER_MASK); + state[N - 1] = state[M - 1] ^ (y >> 1) ^ mag01[y & 1]; + index = 0; + + if (m_threadsafe) { + lock.unlock(); + } +} + + +int Random::integer(int low, int high) { + int r = iFloor(low + (high - low + 1) * (double)bits() / 0xFFFFFFFFUL); + + // There is a *very small* chance of generating + // a number larger than high. + if (r > high) { + return high; + } else { + return r; + } +} + + +float Random::gaussian(float mean, float stdev) { + + // Using Box-Mueller method from http://www.taygeta.com/random/gaussian.html + // Modified to specify standard deviation and mean of distribution + float w, x1, x2; + + // Loop until w is less than 1 so that log(w) is negative + do { + x1 = uniform(-1.0, 1.0); + x2 = uniform(-1.0, 1.0); + + w = float(square(x1) + square(x2)); + } while (w > 1.0f); + + // Transform to gassian distribution + // Multiply by sigma (stdev ^ 2) and add mean. + return x2 * (float)square(stdev) * sqrtf((-2.0f * logf(w) ) / w) + mean; +} + + +void Random::cosHemi(float& x, float& y, float& z) { + const float e1 = uniform(); + const float e2 = uniform(); + + // Jensen's method + const float sin_theta = sqrtf(1.0f - e1); + const float cos_theta = sqrtf(e1); + const float phi = 6.28318531f * e2; + + x = cos(phi) * sin_theta; + y = sin(phi) * sin_theta; + z = cos_theta; + + // We could also use Malley's method (pbrt p.657), since they are the same cost: + // + // r = sqrt(e1); + // t = 2*pi*e2; + // x = cos(t)*r; + // y = sin(t)*r; + // z = sqrt(1.0 - x*x + y*y); +} + + +void Random::cosPowHemi(const float k, float& x, float& y, float& z) { + const float e1 = uniform(); + const float e2 = uniform(); + + const float cos_theta = pow(e1, 1.0f / (k + 1.0f)); + const float sin_theta = sqrtf(1.0f - square(cos_theta)); + const float phi = 6.28318531f * e2; + + x = cos(phi) * sin_theta; + y = sin(phi) * sin_theta; + z = cos_theta; +} + + +void Random::hemi(float& x, float& y, float& z) { + sphere(x, y, z); + z = fabsf(z); +} + + +void Random::sphere(float& x, float& y, float& z) { + // Squared magnitude + float m2; + + // Rejection sample + do { + x = uniform() * 2.0f - 1.0f, + y = uniform() * 2.0f - 1.0f, + z = uniform() * 2.0f - 1.0f; + m2 = x*x + y*y + z*z; + } while (m2 >= 1.0f); + + // Divide by magnitude to produce a unit vector + float s = rsqrt(m2); + x *= s; + y *= s; + z *= s; +} + +} // G3D |