/* * Copyright (c) Contributors to the Open 3D Engine Project * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #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