#![allow(dead_code)] use core::f32; use glam::{Mat2, Mat3, Mat3A, Mat4, Quat, Vec2, Vec3, Vec3A, Vec4}; pub struct PCG32 { state: u64, inc: u64, } impl Default for PCG32 { fn default() -> Self { PCG32::seed(0x853c49e6748fea9b, 0xda3e39cb94b95bdb) } } impl PCG32 { pub fn seed(initstate: u64, initseq: u64) -> Self { let mut rng = PCG32 { state: 0, inc: (initseq << 1) | 1, }; rng.next_u32(); rng.state = rng.state.wrapping_add(initstate); rng.next_u32(); rng } pub fn next_u32(&mut self) -> u32 { let oldstate = self.state; self.state = oldstate .wrapping_mul(6364136223846793005) .wrapping_add(self.inc | 1); let xorshifted = ((oldstate >> 18) ^ oldstate) >> 27; let rot = oldstate >> 59; ((xorshifted >> rot) | (xorshifted << (rot.wrapping_neg() & 31))) as u32 } pub fn next_f32(&mut self) -> f32 { (self.next_u32() & 0xffffff) as f32 / 16777216.0 } } pub fn random_vec2(rng: &mut PCG32) -> Vec2 { Vec2::new(rng.next_f32(), rng.next_f32()) } pub fn random_vec3(rng: &mut PCG32) -> Vec3 { Vec3::new(rng.next_f32(), rng.next_f32(), rng.next_f32()) } pub fn random_vec3a(rng: &mut PCG32) -> Vec3A { Vec3A::new(rng.next_f32(), rng.next_f32(), rng.next_f32()) } pub fn random_vec4(rng: &mut PCG32) -> Vec4 { Vec4::new( rng.next_f32(), rng.next_f32(), rng.next_f32(), rng.next_f32(), ) } pub fn random_nonzero_vec2(rng: &mut PCG32) -> Vec2 { loop { let v = random_vec2(rng); if v.length_squared() > 0.01 { return v; } } } pub fn random_nonzero_vec3(rng: &mut PCG32) -> Vec3 { loop { let v = random_vec3(rng); if v.length_squared() > 0.01 { return v; } } } pub fn random_f32(rng: &mut PCG32) -> f32 { rng.next_f32() } pub fn random_radians(rng: &mut PCG32) -> f32 { -f32::consts::PI + rng.next_f32() * 2.0 * f32::consts::PI } pub fn random_quat(rng: &mut PCG32) -> Quat { let yaw = random_radians(rng); let pitch = random_radians(rng); let roll = random_radians(rng); Quat::from_euler(glam::EulerRot::YXZ, yaw, pitch, roll) } pub fn random_mat2(rng: &mut PCG32) -> Mat2 { Mat2::from_cols(random_vec2(rng), random_vec2(rng)) } pub fn random_mat3(rng: &mut PCG32) -> Mat3 { Mat3::from_cols(random_vec3(rng), random_vec3(rng), random_vec3(rng)) } pub fn random_srt_mat3(rng: &mut PCG32) -> Mat3 { Mat3::from_scale_angle_translation( random_nonzero_vec2(rng), random_radians(rng), random_vec2(rng), ) } pub fn random_mat3a(rng: &mut PCG32) -> Mat3A { Mat3A::from_cols(random_vec3a(rng), random_vec3a(rng), random_vec3a(rng)) } pub fn random_srt_mat3a(rng: &mut PCG32) -> Mat3A { Mat3A::from_scale_angle_translation( random_nonzero_vec2(rng), random_radians(rng), random_vec2(rng), ) } pub fn random_srt_mat4(rng: &mut PCG32) -> Mat4 { Mat4::from_scale_rotation_translation( random_nonzero_vec3(rng), random_quat(rng), random_vec3(rng), ) }