/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYCOMMON_RANDOM_H #define CRYINCLUDE_CRYCOMMON_RANDOM_H #pragma once #include "BaseTypes.h" #include "LCGRandom.h" #include "MTPseudoRandom.h" namespace CryRandom_Internal { // Private access point to the global random number generator. extern CRndGen g_random_generator; } // Seed the global random number generator. inline void cry_random_seed(const uint32 nSeed) { CryRandom_Internal::g_random_generator.Seed(nSeed); } inline uint32 cry_random_uint32() { return CryRandom_Internal::g_random_generator.GenerateUint32(); } inline float cry_frand() { return CryRandom_Internal::g_random_generator.GenerateFloat(); } // Ranged function returns random value within the *inclusive* range // between minValue and maxValue. // Any orderings work correctly: minValue <= maxValue and // minValue >= minValue. template inline T cry_random(const T minValue, const T maxValue) { return CryRandom_Internal::g_random_generator.GetRandom(minValue, maxValue); } // Vector (Vec2, Vec3, Vec4) ranged function returns vector with // every component within the *inclusive* ranges between minValue.component // and maxValue.component. // All orderings work correctly: minValue.component <= maxValue.component and // minValue.component >= maxValue.component. template inline T cry_random_componentwise(const T& minValue, const T& maxValue) { return CryRandom_Internal::g_random_generator.GetRandomComponentwise(minValue, maxValue); } // The function returns a random unit vector (Vec2, Vec3, Vec4). template inline T cry_random_unit_vector() { return CryRandom_Internal::g_random_generator.GetRandomUnitVector(); } // eof #endif // CRYINCLUDE_CRYCOMMON_RANDOM_H