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First Commit
For Azeroth!
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109
dep/g3dlite/source/g3dmath.cpp
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109
dep/g3dlite/source/g3dmath.cpp
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/**
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@file g3dmath.cpp
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@author Morgan McGuire, graphics3d.com
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@created 2001-06-02
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@edited 2004-02-24
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*/
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#include "G3D/g3dmath.h"
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#include <cstdlib>
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#include <cstring>
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namespace G3D {
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float gaussRandom(float mean, float stdev) {
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// Using Box-Mueller method from http://www.taygeta.com/random/gaussian.html
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// Modified to specify standard deviation and mean of distribution
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float w, x1, x2;
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// Loop until w is less than 1 so that log(w) is negative
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do {
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x1 = uniformRandom(-1.0, 1.0);
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x2 = uniformRandom(-1.0, 1.0);
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w = float(square(x1) + square(x2));
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} while (w > 1.0f);
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// Transform to gassian distribution
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// Multiply by sigma (stdev ^ 2) and add mean.
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return x2 * (float)square(stdev) * sqrtf((-2.0f * logf(w) ) / w) + mean;
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}
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/**
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This value should not be tested against directly, instead
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G3D::isNan() and G3D::isFinite() will return reliable results. */
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double inf() {
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return std::numeric_limits<double>::infinity();
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}
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bool isNaN(float x) {
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static const float n = fnan();
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return memcmp(&x, &n, sizeof(float)) == 0;
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}
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bool isNaN(double x) {
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static const double n = nan();
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return memcmp(&x, &n, sizeof(double)) == 0;
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}
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/**
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This value should not be tested against directly, instead
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G3D::isNan() and G3D::isFinite() will return reliable results. */
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float finf() {
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return std::numeric_limits<float>::infinity();
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}
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/** This value should not be tested against directly, instead
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G3D::isNan() and G3D::isFinite() will return reliable results. */
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double nan() {
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// double is a standard type and should have quiet NaN
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return std::numeric_limits<double>::quiet_NaN();
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}
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float fnan() {
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// double is a standard type and should have quiet NaN
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return std::numeric_limits<float>::quiet_NaN();
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}
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int highestBit(uint32 x) {
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// Binary search.
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int base = 0;
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if (x & 0xffff0000) {
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base = 16;
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x >>= 16;
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}
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if (x & 0x0000ff00) {
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base += 8;
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x >>= 8;
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}
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if (x & 0x000000f0) {
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base += 4;
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x >>= 4;
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}
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static const int lut[] = {-1,0,1,1,2,2,2,2,3,3,3,3,3,3,3,3};
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return base + lut[x];
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}
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int iRandom(int low, int high) {
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int r = iFloor(low + (high - low + 1) * (double)rand() / RAND_MAX);
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// There is a *very small* chance of generating
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// a number larger than high.
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if (r > high) {
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return high;
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} else {
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return r;
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}
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}
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}
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