Added disk and ball rand implementations
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@@ -65,21 +65,46 @@ namespace glm
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genType const & Max);
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/// Generate random numbers in the interval [Min, Max], according a gaussian distribution
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/// (From GLM_GTX_random extension)
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///
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/// @param Mean
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/// @param Deviation
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/// @see gtc_random
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template <typename genType>
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genType gaussRand(
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genType const & Mean,
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genType const & Deviation);
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/// Generate a random 2D vector which coordinates are regulary distributed on a circle of a given radius
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/// (From GLM_GTX_random extension)
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///
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/// @param Radius
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/// @see gtc_random
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template <typename T>
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detail::tvec2<T> circularRand(T const & Radius);
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detail::tvec2<T> circularRand(
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T const & Radius);
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/// Generate a random 3D vector which coordinates are regulary distributed on a sphere of a given radius
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/// (From GLM_GTX_random extension)
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///
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/// @param Radius
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/// @see gtc_random
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template <typename T>
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detail::tvec3<T> sphericalRand(T const & Radius);
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detail::tvec3<T> sphericalRand(
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T const & Radius);
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/// Generate a random 2D vector which coordinates are regulary distributed within the area of a disk of a given radius
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///
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/// @param Radius
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/// @see gtc_random
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template <typename T>
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detail::tvec2<T> diskRand(
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T const & Radius);
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/// Generate a random 3D vector which coordinates are regulary distributed within the volume of a ball of a given radius
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///
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/// @param Radius
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/// @see gtc_random
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template <typename T>
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GLM_FUNC_QUALIFIER detail::tvec3<T> ballRand(
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T const & Radius);
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/// @}
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}//namespace glm
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