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Fixed #692: sphericalRand() is doing correct distribution on a sphere
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1 changed files with 5 additions and 6 deletions
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@ -340,13 +340,12 @@ namespace detail
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template<typename T>
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GLM_FUNC_QUALIFIER vec<3, T, defaultp> sphericalRand(T Radius)
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{
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T z = linearRand(T(-1), T(1));
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T a = linearRand(T(0), T(6.283185307179586476925286766559f));
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T theta = linearRand(T(0), T(6.283185307179586476925286766559f));
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T phi = std::acos(linearRand(T(-1.0f), T(1.0f)));
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T r = sqrt(T(1) - z * z);
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T x = r * std::cos(a);
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T y = r * std::sin(a);
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T x = std::sin(phi) * std::cos(theta);
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T y = std::sin(phi) * std::sin(theta);
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T z = std::cos(phi);
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return vec<3, T, defaultp>(x, y, z) * Radius;
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}
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