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o3de/Code/Legacy/CryCommon/Random.h

70 lines
1.8 KiB
C++

/*
* 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 <class T>
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 <class T>
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 <class T>
inline T cry_random_unit_vector()
{
return CryRandom_Internal::g_random_generator.GetRandomUnitVector<T>();
}
// eof
#endif // CRYINCLUDE_CRYCOMMON_RANDOM_H