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[orx-noise] Fix infinite loop in Vector2.uniformRing
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edwinRNDR committed Dec 15, 2023
1 parent 3905525 commit 5364cc6
Showing 1 changed file with 170 additions and 107 deletions.
277 changes: 170 additions & 107 deletions orx-noise/src/commonMain/kotlin/UniformRandom.kt
Original file line number Diff line number Diff line change
@@ -1,104 +1,157 @@
package org.openrndr.extra.noise

import org.openrndr.math.IntVector2
import org.openrndr.math.Vector2
import org.openrndr.math.Vector3
import org.openrndr.math.Vector4
import org.openrndr.math.*
import org.openrndr.shape.Rectangle
import kotlin.math.abs
import kotlin.random.Random

fun random(min: Double = -1.0, max: Double = 1.0,
random: Random = Random.Default) =
fun random(
min: Double = -1.0, max: Double = 1.0,
random: Random = Random.Default
) =
(random.nextDouble() * (max - min)) + min

fun Int.Companion.uniform(min: Int = -1, max: Int = 2,
random: Random = Random.Default) =
(random.nextDouble() * (max - min)).toInt() + min

fun Double.Companion.uniform(min: Double = -1.0, max: Double = 1.0,
random: Random = Random.Default) =
(random.nextDouble() * (max - min)) + min

fun Vector2.Companion.uniform(min: Vector2 = -ONE, max: Vector2 = ONE,
random: Random = Random.Default) =
Vector2(Double.uniform(min.x, max.x, random),
Double.uniform(min.y, max.y, random))

fun Vector2.Companion.uniform(min: Double = -1.0, max: Double = 1.0,
random: Random = Random.Default) =
Vector2.uniform(Vector2(min, min), Vector2(max, max), random)

fun Vector2.Companion.uniform(rect: Rectangle,
random: Random = Random.Default) =
Vector2.uniform(rect.corner,
rect.corner + rect.dimensions, random)

fun IntVector2.Companion.uniform(min: IntVector2 = IntVector2(-1, -1),
max: IntVector2 = IntVector2(2, 2),
random: Random = Random.Default) =
IntVector2(Int.uniform(min.x, max.x, random),
Int.uniform(min.y, max.y, random))

fun IntVector2.Companion.uniform(min: Int = -1, max: Int = 2,
random: Random = Random.Default) =
IntVector2.uniform(IntVector2(min, min),
IntVector2(max, max), random)

fun Vector2.Companion.uniformRing(innerRadius: Double = 0.0,
outerRadius: Double = 1.0,
random: Random = Random.Default): Vector2 {
while (true) {
uniform(-outerRadius, outerRadius, random).let {
val squaredLength = it.squaredLength
if (squaredLength >= innerRadius * innerRadius && squaredLength < outerRadius * outerRadius) {
return it
fun Int.Companion.uniform(
min: Int = -1, max: Int = 2,
random: Random = Random.Default
) =
(random.nextDouble() * (max - min)).toInt() + min

fun Double.Companion.uniform(
min: Double = -1.0, max: Double = 1.0,
random: Random = Random.Default
) =
(random.nextDouble() * (max - min)) + min

fun Vector2.Companion.uniform(
min: Vector2 = -ONE, max: Vector2 = ONE,
random: Random = Random.Default
) =
Vector2(
Double.uniform(min.x, max.x, random),
Double.uniform(min.y, max.y, random)
)

fun Vector2.Companion.uniform(
min: Double = -1.0, max: Double = 1.0,
random: Random = Random.Default
) =
Vector2.uniform(Vector2(min, min), Vector2(max, max), random)

fun Vector2.Companion.uniform(
rect: Rectangle,
random: Random = Random.Default
) =
Vector2.uniform(
rect.corner,
rect.corner + rect.dimensions, random
)

fun IntVector2.Companion.uniform(
min: IntVector2 = IntVector2(-1, -1),
max: IntVector2 = IntVector2(2, 2),
random: Random = Random.Default
) =
IntVector2(
Int.uniform(min.x, max.x, random),
Int.uniform(min.y, max.y, random)
)

fun IntVector2.Companion.uniform(
min: Int = -1, max: Int = 2,
random: Random = Random.Default
) =
IntVector2.uniform(
IntVector2(min, min),
IntVector2(max, max), random
)

fun Vector2.Companion.uniformRing(
innerRadius: Double = 0.0,
outerRadius: Double = 1.0,
random: Random = Random.Default
): Vector2 {

require(innerRadius <= outerRadius) {

}

val eps = 1E-6

if ( abs(innerRadius - outerRadius) < eps) {
val angle = Double.uniform(-180.0, 180.0, random)
return Polar(angle, innerRadius).cartesian

} else if (innerRadius < outerRadius) {
while (true) {
uniform(-outerRadius, outerRadius, random).let {
val squaredLength = it.squaredLength
if (squaredLength >= innerRadius * innerRadius && squaredLength < outerRadius * outerRadius) {
return it
}
}
}
} else {
error("innerRadius (=$innerRadius) should be less or equal to outerRadius (=$outerRadius)")
}
}

fun Vector2.Companion.uniforms(count: Int,
min: Vector2 = -ONE,
max: Vector2 = ONE,
random: Random = Random.Default): List<Vector2> =
List(count) {
Vector2.uniform(min, max, random)
}

fun Vector2.Companion.uniforms(count: Int,
rect: Rectangle,
random: Random = Random.Default): List<Vector2> =
List(count) { Vector2.uniform(rect, random) }
fun Vector2.Companion.uniforms(
count: Int,
min: Vector2 = -ONE,
max: Vector2 = ONE,
random: Random = Random.Default
): List<Vector2> =
List(count) {
Vector2.uniform(min, max, random)
}

fun Vector2.Companion.uniformSequence(rect: Rectangle,
random: Random = Random.Default): Sequence<Vector2> =
fun Vector2.Companion.uniforms(
count: Int,
rect: Rectangle,
random: Random = Random.Default
): List<Vector2> =
List(count) { Vector2.uniform(rect, random) }

fun Vector2.Companion.uniformSequence(
rect: Rectangle,
random: Random = Random.Default
): Sequence<Vector2> =
sequence {
while(true) {
while (true) {
yield(uniform(rect, random))
}
}

fun Vector2.Companion.uniformsRing(count: Int,
innerRadius: Double = 0.0, outerRadius: Double = 1.0,
random: Random = Random.Default): List<Vector2> =
List(count) {
Vector2.uniformRing(innerRadius, outerRadius, random)
}
fun Vector2.Companion.uniformsRing(
count: Int,
innerRadius: Double = 0.0, outerRadius: Double = 1.0,
random: Random = Random.Default
): List<Vector2> =
List(count) {
Vector2.uniformRing(innerRadius, outerRadius, random)
}

fun Vector3.Companion.uniform(min: Double = -1.0, max: Double = 1.0, random: Random = Random.Default): Vector3 =
Vector3.uniform(Vector3(min, min, min), Vector3(max, max, max), random)

fun Vector3.Companion.uniform(min: Vector3 = -ONE,
max: Vector3 = ONE,
random: Random = Random.Default): Vector3 {
return Vector3(Double.uniform(min.x, max.x, random),
Double.uniform(min.y, max.y, random),
Double.uniform(min.z, max.z, random))
Vector3.uniform(Vector3(min, min, min), Vector3(max, max, max), random)

fun Vector3.Companion.uniform(
min: Vector3 = -ONE,
max: Vector3 = ONE,
random: Random = Random.Default
): Vector3 {
return Vector3(
Double.uniform(min.x, max.x, random),
Double.uniform(min.y, max.y, random),
Double.uniform(min.z, max.z, random)
)
}

fun Vector3.Companion.uniformRing(innerRadius: Double = 0.0,
outerRadius: Double = 1.0,
random: Random = Random.Default): Vector3 {
fun Vector3.Companion.uniformRing(
innerRadius: Double = 0.0,
outerRadius: Double = 1.0,
random: Random = Random.Default
): Vector3 {
while (true) {
uniform(-outerRadius, outerRadius, random).let {
val squaredLength = it.squaredLength
Expand All @@ -109,44 +162,54 @@ fun Vector3.Companion.uniformRing(innerRadius: Double = 0.0,
}
}

fun Vector3.Companion.uniforms(count: Int,
min: Double = -1.0,
max: Double = 1.0,
random: Random = Random.Default): List<Vector3> =
List(count) {
Vector3.uniform(min, max, random)
}
fun Vector3.Companion.uniforms(
count: Int,
min: Double = -1.0,
max: Double = 1.0,
random: Random = Random.Default
): List<Vector3> =
List(count) {
Vector3.uniform(min, max, random)
}


fun Vector3.Companion.uniforms(count: Int,
min: Vector3 = -ONE,
max: Vector3 = ONE,
random: Random = Random.Default): List<Vector3> =
List(count) {
Vector3.uniform(min, max, random)
}
fun Vector3.Companion.uniforms(
count: Int,
min: Vector3 = -ONE,
max: Vector3 = ONE,
random: Random = Random.Default
): List<Vector3> =
List(count) {
Vector3.uniform(min, max, random)
}

fun Vector3.Companion.uniformsRing(count: Int,
innerRadius: Double = 0.0, outerRadius: Double = 1.0,
random: Random = Random.Default): List<Vector3> =
List(count) {
Vector3.uniformRing(innerRadius, outerRadius, random)
}
fun Vector3.Companion.uniformsRing(
count: Int,
innerRadius: Double = 0.0, outerRadius: Double = 1.0,
random: Random = Random.Default
): List<Vector3> =
List(count) {
Vector3.uniformRing(innerRadius, outerRadius, random)
}


fun Vector4.Companion.uniform(min: Double = -1.0, max: Double = 1.0, random: Random = Random.Default): Vector4 =
Vector4.uniform(Vector4(min, min, min, min), Vector4(max, max, max, max), random)
Vector4.uniform(Vector4(min, min, min, min), Vector4(max, max, max, max), random)

fun Vector4.Companion.uniform(min: Vector4 = -ONE, max: Vector4 = ONE, random: Random = Random.Default): Vector4 {
return Vector4(Double.uniform(min.x, max.x, random),
Double.uniform(min.y, max.y, random),
Double.uniform(min.z, max.z, random),
Double.uniform(min.w, max.w, random))
return Vector4(
Double.uniform(min.x, max.x, random),
Double.uniform(min.y, max.y, random),
Double.uniform(min.z, max.z, random),
Double.uniform(min.w, max.w, random)
)
}

fun Vector4.Companion.uniformRing(innerRadius: Double = 0.0,
outerRadius: Double = 1.0,
random: Random = Random.Default): Vector4 {
fun Vector4.Companion.uniformRing(
innerRadius: Double = 0.0,
outerRadius: Double = 1.0,
random: Random = Random.Default
): Vector4 {
while (true) {
uniform(-outerRadius, outerRadius, random).let {
val squaredLength = it.squaredLength
Expand Down

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