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CnC_Renegade/Code/WWMath/v3_rnd.cpp

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : G *
* *
* $Archive:: /Commando/Code/wwmath/v3_rnd.cpp $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 7/09/99 9:49a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "v3_rnd.h"
#include "vector2.h"
const float Vector3Randomizer::OOIntMax = 1.0f / (float)INT_MAX;
const float Vector3Randomizer::OOUIntMax = 1.0f / (float)UINT_MAX;
Random3Class Vector3Randomizer::Randomizer;
Vector3SolidBoxRandomizer::Vector3SolidBoxRandomizer(const Vector3 & extents)
{
Extents.X = MAX(extents.X, 0.0f);
Extents.Y = MAX(extents.Y, 0.0f);
Extents.Z = MAX(extents.Z, 0.0f);
}
void Vector3SolidBoxRandomizer::Get_Vector(Vector3 &vector)
{
vector.X = Get_Random_Float_Minus1_To_1() * Extents.X;
vector.Y = Get_Random_Float_Minus1_To_1() * Extents.Y;
vector.Z = Get_Random_Float_Minus1_To_1() * Extents.Z;
}
float Vector3SolidBoxRandomizer::Get_Maximum_Extent(void)
{
float max = MAX(Extents.X, Extents.Y);
max = MAX(max, Extents.Z);
return max;
}
void Vector3SolidBoxRandomizer::Scale(float scale)
{
scale = MAX(scale, 0.0f);
Extents.X *= scale;
Extents.Y *= scale;
Extents.Z *= scale;
}
Vector3SolidSphereRandomizer::Vector3SolidSphereRandomizer(float radius)
{
Radius = MAX(radius, 0.0f);
}
void Vector3SolidSphereRandomizer::Get_Vector(Vector3 &vector)
{
// Generate vectors in a cube and discard the ones not in a sphere
float rad_squared = Radius * Radius;
for (;;) {
vector.X = Get_Random_Float_Minus1_To_1() * Radius;
vector.Y = Get_Random_Float_Minus1_To_1() * Radius;
vector.Z = Get_Random_Float_Minus1_To_1() * Radius;
if (vector.Length2() <= rad_squared) break;
}
}
float Vector3SolidSphereRandomizer::Get_Maximum_Extent(void)
{
return Radius;
}
void Vector3SolidSphereRandomizer::Scale(float scale)
{
scale = MAX(scale, 0.0f);
Radius *= scale;
}
Vector3HollowSphereRandomizer::Vector3HollowSphereRandomizer(float radius)
{
Radius = MAX(radius, 0.0f);
}
void Vector3HollowSphereRandomizer::Get_Vector(Vector3 &vector)
{
// Generate vectors in a 2x2x2 origin-centered cube, discard the ones not in a unit-radius
// sphere and scale the result to Radius.
float v_l2;
for (;;) {
vector.X = Get_Random_Float_Minus1_To_1();
vector.Y = Get_Random_Float_Minus1_To_1();
vector.Z = Get_Random_Float_Minus1_To_1();
v_l2 = vector.Length2();
if (v_l2 <= 1.0f && v_l2 > 0.0f) break;
}
float scale = Radius * WWMath::Inv_Sqrt(v_l2);
vector.X *= scale;
vector.Y *= scale;
vector.Z *= scale;
}
float Vector3HollowSphereRandomizer::Get_Maximum_Extent(void)
{
return Radius;
}
void Vector3HollowSphereRandomizer::Scale(float scale)
{
scale = MAX(scale, 0.0f);
Radius *= scale;
}
Vector3SolidCylinderRandomizer::Vector3SolidCylinderRandomizer(float extent, float radius)
{
Extent = MAX(extent, 0.0f);
Radius = MAX(radius, 0.0f);
}
void Vector3SolidCylinderRandomizer::Get_Vector(Vector3 &vector)
{
vector.X = Get_Random_Float_Minus1_To_1() * Extent;
// Generate 2D vectors in a square and discard the ones not in a circle
Vector2 vec2;
float rad_squared = Radius * Radius;
for (;;) {
vec2.X = Get_Random_Float_Minus1_To_1() * Radius;
vec2.Y = Get_Random_Float_Minus1_To_1() * Radius;
if (vec2.Length2() <= rad_squared) break;
}
vector.Y = vec2.X;
vector.Z = vec2.Y;
}
float Vector3SolidCylinderRandomizer::Get_Maximum_Extent(void)
{
return MAX(Extent, Radius);
}
void Vector3SolidCylinderRandomizer::Scale(float scale)
{
scale = MAX(scale, 0.0f);
Extent *= scale;
Radius *= scale;
}