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#![allow(dead_code)]
use core::f32;
use glam::{Mat2, Mat3, Mat3A, Mat4, Quat, Vec2, Vec3, Vec3A, Vec4};
pub struct PCG32 {
state: u64,
inc: u64,
}
impl PCG32 {
pub fn seed(initstate: u64, initseq: u64) -> Self {
let mut rng = PCG32 {
state: 0,
inc: (initseq << 1) | 1,
};
rng.next_u32();
rng.state = rng.state.wrapping_add(initstate);
rng.next_u32();
rng
}
pub fn default() -> Self {
PCG32::seed(0x853c49e6748fea9b, 0xda3e39cb94b95bdb)
}
pub fn next_u32(&mut self) -> u32 {
let oldstate = self.state;
self.state = oldstate
.wrapping_mul(6364136223846793005)
.wrapping_add(self.inc | 1);
let xorshifted = ((oldstate >> 18) ^ oldstate) >> 27;
let rot = oldstate >> 59;
((xorshifted >> rot) | (xorshifted << (rot.wrapping_neg() & 31))) as u32
}
pub fn next_f32(&mut self) -> f32 {
(self.next_u32() & 0xffffff) as f32 / 16777216.0
}
}
pub fn random_vec2(rng: &mut PCG32) -> Vec2 {
Vec2::new(rng.next_f32(), rng.next_f32())
}
pub fn random_vec3(rng: &mut PCG32) -> Vec3 {
Vec3::new(rng.next_f32(), rng.next_f32(), rng.next_f32())
}
pub fn random_vec3a(rng: &mut PCG32) -> Vec3A {
Vec3A::new(rng.next_f32(), rng.next_f32(), rng.next_f32())
}
pub fn random_vec4(rng: &mut PCG32) -> Vec4 {
Vec4::new(
rng.next_f32(),
rng.next_f32(),
rng.next_f32(),
rng.next_f32(),
)
}
pub fn random_nonzero_vec2(rng: &mut PCG32) -> Vec2 {
loop {
let v = random_vec2(rng);
if v.length_squared() > 0.01 {
return v;
}
}
}
pub fn random_nonzero_vec3(rng: &mut PCG32) -> Vec3 {
loop {
let v = random_vec3(rng);
if v.length_squared() > 0.01 {
return v;
}
}
}
pub fn random_f32(rng: &mut PCG32) -> f32 {
rng.next_f32()
}
pub fn random_radians(rng: &mut PCG32) -> f32 {
-f32::consts::PI + rng.next_f32() * 2.0 * f32::consts::PI
}
pub fn random_quat(rng: &mut PCG32) -> Quat {
let yaw = random_radians(rng);
let pitch = random_radians(rng);
let roll = random_radians(rng);
Quat::from_euler(glam::EulerRot::YXZ, yaw, pitch, roll)
}
pub fn random_mat2(rng: &mut PCG32) -> Mat2 {
Mat2::from_cols(random_vec2(rng), random_vec2(rng))
}
pub fn random_mat3(rng: &mut PCG32) -> Mat3 {
Mat3::from_cols(random_vec3(rng), random_vec3(rng), random_vec3(rng))
}
pub fn random_srt_mat3(rng: &mut PCG32) -> Mat3 {
Mat3::from_scale_angle_translation(
random_nonzero_vec2(rng),
random_radians(rng),
random_vec2(rng),
)
}
pub fn random_mat3a(rng: &mut PCG32) -> Mat3A {
Mat3A::from_cols(random_vec3a(rng), random_vec3a(rng), random_vec3a(rng))
}
pub fn random_srt_mat3a(rng: &mut PCG32) -> Mat3A {
Mat3A::from_scale_angle_translation(
random_nonzero_vec2(rng),
random_radians(rng),
random_vec2(rng),
)
}
pub fn random_srt_mat4(rng: &mut PCG32) -> Mat4 {
Mat4::from_scale_rotation_translation(
random_nonzero_vec3(rng),
random_quat(rng),
random_vec3(rng),
)
}
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