// // Klak - Utilities for creative coding with Unity // // Copyright (C) 2016 Keijiro Takahashi // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // namespace Klak.Math { /// xxHash algorithm public struct XXHash { #region Private Members const uint PRIME32_1 = 2654435761U; const uint PRIME32_2 = 2246822519U; const uint PRIME32_3 = 3266489917U; const uint PRIME32_4 = 668265263U; const uint PRIME32_5 = 374761393U; static uint rotl32(uint x, int r) { return (x << r) | (x >> 32 - r); } #endregion #region Static Functions public static uint GetHash(int data, int seed) { uint h32 = (uint)seed + PRIME32_5; h32 += 4U; h32 += (uint)data * PRIME32_3; h32 = rotl32(h32, 17) * PRIME32_4; h32 ^= h32 >> 15; h32 *= PRIME32_2; h32 ^= h32 >> 13; h32 *= PRIME32_3; h32 ^= h32 >> 16; return h32; } #endregion #region Struct Implementation static int _counter; public int seed; public static XXHash RandomHash { get { return new XXHash((int)XXHash.GetHash(0xcafe, _counter++)); } } public XXHash(int seed) { this.seed = seed; } public uint GetHash(int data) { return GetHash(data, seed); } public int Range(int max, int data) { return (int)GetHash(data) % max; } public int Range(int min, int max, int data) { return (int)GetHash(data) % (max - min) + min; } public float Value01(int data) { return GetHash(data) / (float)uint.MaxValue; } public float Range(float min, float max, int data) { return Value01(data) * (max - min) + min; } #endregion } }