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Initial commit of Command & Conquer Renegade source code.
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173
Code/WWMath/v3_rnd.cpp
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173
Code/WWMath/v3_rnd.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : G *
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* *
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* $Archive:: /Commando/Code/wwmath/v3_rnd.cpp $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 7/09/99 9:49a $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "v3_rnd.h"
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#include "vector2.h"
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const float Vector3Randomizer::OOIntMax = 1.0f / (float)INT_MAX;
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const float Vector3Randomizer::OOUIntMax = 1.0f / (float)UINT_MAX;
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Random3Class Vector3Randomizer::Randomizer;
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Vector3SolidBoxRandomizer::Vector3SolidBoxRandomizer(const Vector3 & extents)
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{
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Extents.X = MAX(extents.X, 0.0f);
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Extents.Y = MAX(extents.Y, 0.0f);
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Extents.Z = MAX(extents.Z, 0.0f);
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}
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void Vector3SolidBoxRandomizer::Get_Vector(Vector3 &vector)
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{
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vector.X = Get_Random_Float_Minus1_To_1() * Extents.X;
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vector.Y = Get_Random_Float_Minus1_To_1() * Extents.Y;
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vector.Z = Get_Random_Float_Minus1_To_1() * Extents.Z;
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}
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float Vector3SolidBoxRandomizer::Get_Maximum_Extent(void)
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{
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float max = MAX(Extents.X, Extents.Y);
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max = MAX(max, Extents.Z);
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return max;
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}
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void Vector3SolidBoxRandomizer::Scale(float scale)
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{
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scale = MAX(scale, 0.0f);
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Extents.X *= scale;
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Extents.Y *= scale;
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Extents.Z *= scale;
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}
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Vector3SolidSphereRandomizer::Vector3SolidSphereRandomizer(float radius)
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{
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Radius = MAX(radius, 0.0f);
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}
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void Vector3SolidSphereRandomizer::Get_Vector(Vector3 &vector)
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{
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// Generate vectors in a cube and discard the ones not in a sphere
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float rad_squared = Radius * Radius;
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for (;;) {
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vector.X = Get_Random_Float_Minus1_To_1() * Radius;
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vector.Y = Get_Random_Float_Minus1_To_1() * Radius;
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vector.Z = Get_Random_Float_Minus1_To_1() * Radius;
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if (vector.Length2() <= rad_squared) break;
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}
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}
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float Vector3SolidSphereRandomizer::Get_Maximum_Extent(void)
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{
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return Radius;
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}
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void Vector3SolidSphereRandomizer::Scale(float scale)
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{
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scale = MAX(scale, 0.0f);
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Radius *= scale;
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}
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Vector3HollowSphereRandomizer::Vector3HollowSphereRandomizer(float radius)
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{
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Radius = MAX(radius, 0.0f);
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}
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void Vector3HollowSphereRandomizer::Get_Vector(Vector3 &vector)
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{
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// Generate vectors in a 2x2x2 origin-centered cube, discard the ones not in a unit-radius
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// sphere and scale the result to Radius.
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float v_l2;
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for (;;) {
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vector.X = Get_Random_Float_Minus1_To_1();
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vector.Y = Get_Random_Float_Minus1_To_1();
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vector.Z = Get_Random_Float_Minus1_To_1();
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v_l2 = vector.Length2();
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if (v_l2 <= 1.0f && v_l2 > 0.0f) break;
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}
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float scale = Radius * WWMath::Inv_Sqrt(v_l2);
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vector.X *= scale;
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vector.Y *= scale;
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vector.Z *= scale;
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}
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float Vector3HollowSphereRandomizer::Get_Maximum_Extent(void)
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{
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return Radius;
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}
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void Vector3HollowSphereRandomizer::Scale(float scale)
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{
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scale = MAX(scale, 0.0f);
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Radius *= scale;
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}
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Vector3SolidCylinderRandomizer::Vector3SolidCylinderRandomizer(float extent, float radius)
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{
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Extent = MAX(extent, 0.0f);
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Radius = MAX(radius, 0.0f);
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}
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void Vector3SolidCylinderRandomizer::Get_Vector(Vector3 &vector)
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{
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vector.X = Get_Random_Float_Minus1_To_1() * Extent;
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// Generate 2D vectors in a square and discard the ones not in a circle
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Vector2 vec2;
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float rad_squared = Radius * Radius;
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for (;;) {
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vec2.X = Get_Random_Float_Minus1_To_1() * Radius;
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vec2.Y = Get_Random_Float_Minus1_To_1() * Radius;
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if (vec2.Length2() <= rad_squared) break;
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}
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vector.Y = vec2.X;
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vector.Z = vec2.Y;
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}
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float Vector3SolidCylinderRandomizer::Get_Maximum_Extent(void)
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{
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return MAX(Extent, Radius);
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}
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void Vector3SolidCylinderRandomizer::Scale(float scale)
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{
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scale = MAX(scale, 0.0f);
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Extent *= scale;
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Radius *= scale;
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}
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