//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: Random number generator // // $Workfile: $ // $NoKeywords: $ //===========================================================================// #include "vstdlib/random.h" #include #include "dbg.h" #include "tier0/memdbgon.h" #define IA 16807 #define IM 2147483647 #define IQ 127773 #define IR 2836 #define NDIV (1+(IM-1)/NTAB) #define MAX_RANDOM_RANGE 0x7FFFFFFFUL // fran1 -- return a random floating-point number on the interval [0,1) // #define AM (1.0/IM) #define EPS 1.2e-7 #define RNMX (1.0-EPS) //----------------------------------------------------------------------------- // globals //----------------------------------------------------------------------------- static CUniformRandomStream s_UniformStream; static CGaussianRandomStream s_GaussianStream; static IUniformRandomStream *s_pUniformStream = &s_UniformStream; //----------------------------------------------------------------------------- // Installs a global random number generator, which will affect the Random functions above //----------------------------------------------------------------------------- void InstallUniformRandomStream( IUniformRandomStream *pStream ) { s_pUniformStream = pStream ? pStream : &s_UniformStream; } //----------------------------------------------------------------------------- // A couple of convenience functions to access the library's global uniform stream //----------------------------------------------------------------------------- void RandomSeed( int iSeed ) { s_pUniformStream->SetSeed( iSeed ); } float RandomFloat( float flMinVal, float flMaxVal ) { return s_pUniformStream->RandomFloat( flMinVal, flMaxVal ); } float RandomFloatExp( float flMinVal, float flMaxVal, float flExponent ) { return s_pUniformStream->RandomFloatExp( flMinVal, flMaxVal, flExponent ); } int RandomInt( int iMinVal, int iMaxVal ) { return s_pUniformStream->RandomInt( iMinVal, iMaxVal ); } float RandomGaussianFloat( float flMean, float flStdDev ) { return s_GaussianStream.RandomFloat( flMean, flStdDev ); } //----------------------------------------------------------------------------- // // Implementation of the uniform random number stream // //----------------------------------------------------------------------------- CUniformRandomStream::CUniformRandomStream() { SetSeed(0); } void CUniformRandomStream::SetSeed( int iSeed ) { AUTO_LOCK( m_mutex ); m_idum = ( ( iSeed < 0 ) ? iSeed : -iSeed ); m_iy = 0; } int CUniformRandomStream::GenerateRandomNumber() { AUTO_LOCK( m_mutex ); int j; int k; if (m_idum <= 0 || !m_iy) { if (-(m_idum) < 1) m_idum=1; else m_idum = -(m_idum); for ( j=NTAB+7; j>=0; j--) { k = (m_idum)/IQ; m_idum = IA*(m_idum-k*IQ)-IR*k; if (m_idum < 0) m_idum += IM; if (j < NTAB) m_iv[j] = m_idum; } m_iy=m_iv[0]; } k=(m_idum)/IQ; m_idum=IA*(m_idum-k*IQ)-IR*k; if (m_idum < 0) m_idum += IM; j=m_iy/NDIV; // We're seeing some strange memory corruption in the contents of s_pUniformStream. // Perhaps it's being caused by something writing past the end of this array? // Bounds-check in release to see if that's the case. if (j >= NTAB || j < 0) { DebuggerBreakIfDebugging(); Warning("CUniformRandomStream had an array overrun: tried to write to element %d of 0..31. Contact Tom or Elan.\n", j); // Ensure that NTAB is a power of two. COMPILE_TIME_ASSERT( ( NTAB & ( NTAB - 1 ) ) == 0 ); // Clamp j. j &= NTAB - 1; } m_iy=m_iv[j]; m_iv[j] = m_idum; return m_iy; } float CUniformRandomStream::RandomFloat( float flLow, float flHigh ) { // float in [0,1) float fl = AM * GenerateRandomNumber(); if (fl > RNMX) { fl = RNMX; } return (fl * ( flHigh - flLow ) ) + flLow; // float in [low,high) } float CUniformRandomStream::RandomFloatExp( float flMinVal, float flMaxVal, float flExponent ) { // float in [0,1) float fl = AM * GenerateRandomNumber(); if (fl > RNMX) { fl = RNMX; } if ( flExponent != 1.0f ) { fl = powf( fl, flExponent ); } return (fl * ( flMaxVal - flMinVal ) ) + flMinVal; // float in [low,high) } int CUniformRandomStream::RandomInt( int iLow, int iHigh ) { //ASSERT(lLow <= lHigh); unsigned int maxAcceptable; unsigned int x = iHigh-iLow+1; unsigned int n; if (x <= 1 || MAX_RANDOM_RANGE < x-1) { return iLow; } // The following maps a uniform distribution on the interval [0,MAX_RANDOM_RANGE] // to a smaller, client-specified range of [0,x-1] in a way that doesn't bias // the uniform distribution unfavorably. Even for a worst case x, the loop is // guaranteed to be taken no more than half the time, so for that worst case x, // the average number of times through the loop is 2. For cases where x is // much smaller than MAX_RANDOM_RANGE, the average number of times through the // loop is very close to 1. // maxAcceptable = MAX_RANDOM_RANGE - ((MAX_RANDOM_RANGE+1) % x ); do { n = GenerateRandomNumber(); } while (n > maxAcceptable); return iLow + (n % x); } //----------------------------------------------------------------------------- // // Implementation of the gaussian random number stream // We're gonna use the Box-Muller method (which actually generates 2 // gaussian-distributed numbers at once) // //----------------------------------------------------------------------------- CGaussianRandomStream::CGaussianRandomStream( IUniformRandomStream *pUniformStream ) { AttachToStream( pUniformStream ); } //----------------------------------------------------------------------------- // Attaches to a random uniform stream //----------------------------------------------------------------------------- void CGaussianRandomStream::AttachToStream( IUniformRandomStream *pUniformStream ) { AUTO_LOCK( m_mutex ); m_pUniformStream = pUniformStream; m_bHaveValue = false; } //----------------------------------------------------------------------------- // Generates random numbers //----------------------------------------------------------------------------- float CGaussianRandomStream::RandomFloat( float flMean, float flStdDev ) { AUTO_LOCK( m_mutex ); IUniformRandomStream *pUniformStream = m_pUniformStream ? m_pUniformStream : s_pUniformStream; float fac,rsq,v1,v2; if (!m_bHaveValue) { // Pick 2 random #s from -1 to 1 // Make sure they lie inside the unit circle. If they don't, try again do { v1 = 2.0f * pUniformStream->RandomFloat() - 1.0f; v2 = 2.0f * pUniformStream->RandomFloat() - 1.0f; rsq = v1*v1 + v2*v2; } while ((rsq > 1.0f) || (rsq == 0.0f)); // The box-muller transformation to get the two gaussian numbers fac = sqrtf( -2.0f * log(rsq) / rsq ); // Store off one value for later use m_flRandomValue = v1 * fac; m_bHaveValue = true; return flStdDev * (v2 * fac) + flMean; } else { m_bHaveValue = false; return flStdDev * m_flRandomValue + flMean; } } //----------------------------------------------------------------------------- // Creates a histogram (for testing) //-----------------------------------------------------------------------------