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256 lines
6.9 KiB
256 lines
6.9 KiB
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose: Random number generator
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//
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// $Workfile: $
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// $NoKeywords: $
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//===========================================================================//
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#include "vstdlib/random.h"
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#include <math.h>
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#include "dbg.h"
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#include "tier0/memdbgon.h"
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#define IA 16807
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#define IM 2147483647
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#define IQ 127773
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#define IR 2836
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#define NDIV (1+(IM-1)/NTAB)
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#define MAX_RANDOM_RANGE 0x7FFFFFFFUL
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// fran1 -- return a random floating-point number on the interval [0,1)
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//
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#define AM (1.0/IM)
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#define EPS 1.2e-7
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#define RNMX (1.0-EPS)
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//-----------------------------------------------------------------------------
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// globals
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//-----------------------------------------------------------------------------
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static CUniformRandomStream s_UniformStream;
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static CGaussianRandomStream s_GaussianStream;
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static IUniformRandomStream *s_pUniformStream = &s_UniformStream;
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//-----------------------------------------------------------------------------
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// Installs a global random number generator, which will affect the Random functions above
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//-----------------------------------------------------------------------------
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void InstallUniformRandomStream( IUniformRandomStream *pStream )
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{
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s_pUniformStream = pStream ? pStream : &s_UniformStream;
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}
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//-----------------------------------------------------------------------------
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// A couple of convenience functions to access the library's global uniform stream
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//-----------------------------------------------------------------------------
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void RandomSeed( int iSeed )
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{
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s_pUniformStream->SetSeed( iSeed );
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}
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float RandomFloat( float flMinVal, float flMaxVal )
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{
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return s_pUniformStream->RandomFloat( flMinVal, flMaxVal );
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}
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float RandomFloatExp( float flMinVal, float flMaxVal, float flExponent )
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{
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return s_pUniformStream->RandomFloatExp( flMinVal, flMaxVal, flExponent );
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}
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int RandomInt( int iMinVal, int iMaxVal )
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{
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return s_pUniformStream->RandomInt( iMinVal, iMaxVal );
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}
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float RandomGaussianFloat( float flMean, float flStdDev )
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{
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return s_GaussianStream.RandomFloat( flMean, flStdDev );
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}
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//-----------------------------------------------------------------------------
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//
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// Implementation of the uniform random number stream
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//
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//-----------------------------------------------------------------------------
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CUniformRandomStream::CUniformRandomStream()
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{
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SetSeed(0);
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}
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void CUniformRandomStream::SetSeed( int iSeed )
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{
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AUTO_LOCK( m_mutex );
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m_idum = ( ( iSeed < 0 ) ? iSeed : -iSeed );
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m_iy = 0;
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}
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int CUniformRandomStream::GenerateRandomNumber()
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{
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AUTO_LOCK( m_mutex );
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int j;
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int k;
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if (m_idum <= 0 || !m_iy)
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{
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if (-(m_idum) < 1)
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m_idum=1;
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else
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m_idum = -(m_idum);
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for ( j=NTAB+7; j>=0; j--)
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{
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k = (m_idum)/IQ;
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m_idum = IA*(m_idum-k*IQ)-IR*k;
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if (m_idum < 0)
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m_idum += IM;
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if (j < NTAB)
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m_iv[j] = m_idum;
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}
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m_iy=m_iv[0];
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}
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k=(m_idum)/IQ;
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m_idum=IA*(m_idum-k*IQ)-IR*k;
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if (m_idum < 0)
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m_idum += IM;
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j=m_iy/NDIV;
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// We're seeing some strange memory corruption in the contents of s_pUniformStream.
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// Perhaps it's being caused by something writing past the end of this array?
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// Bounds-check in release to see if that's the case.
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if (j >= NTAB || j < 0)
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{
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DebuggerBreakIfDebugging();
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Warning("CUniformRandomStream had an array overrun: tried to write to element %d of 0..31. Contact Tom or Elan.\n", j);
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j = ( j % NTAB ) & 0x7fffffff;
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}
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m_iy=m_iv[j];
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m_iv[j] = m_idum;
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return m_iy;
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}
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float CUniformRandomStream::RandomFloat( float flLow, float flHigh )
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{
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// float in [0,1)
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float fl = AM * GenerateRandomNumber();
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if (fl > RNMX)
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{
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fl = RNMX;
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}
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return (fl * ( flHigh - flLow ) ) + flLow; // float in [low,high)
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}
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float CUniformRandomStream::RandomFloatExp( float flMinVal, float flMaxVal, float flExponent )
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{
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// float in [0,1)
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float fl = AM * GenerateRandomNumber();
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if (fl > RNMX)
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{
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fl = RNMX;
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}
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if ( flExponent != 1.0f )
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{
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fl = powf( fl, flExponent );
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}
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return (fl * ( flMaxVal - flMinVal ) ) + flMinVal; // float in [low,high)
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}
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int CUniformRandomStream::RandomInt( int iLow, int iHigh )
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{
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//ASSERT(lLow <= lHigh);
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unsigned int maxAcceptable;
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unsigned int x = iHigh-iLow+1;
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unsigned int n;
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if (x <= 1 || MAX_RANDOM_RANGE < x-1)
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{
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return iLow;
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}
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// The following maps a uniform distribution on the interval [0,MAX_RANDOM_RANGE]
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// to a smaller, client-specified range of [0,x-1] in a way that doesn't bias
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// the uniform distribution unfavorably. Even for a worst case x, the loop is
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// guaranteed to be taken no more than half the time, so for that worst case x,
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// the average number of times through the loop is 2. For cases where x is
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// much smaller than MAX_RANDOM_RANGE, the average number of times through the
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// loop is very close to 1.
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//
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maxAcceptable = MAX_RANDOM_RANGE - ((MAX_RANDOM_RANGE+1) % x );
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do
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{
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n = GenerateRandomNumber();
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} while (n > maxAcceptable);
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return iLow + (n % x);
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}
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//-----------------------------------------------------------------------------
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//
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// Implementation of the gaussian random number stream
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// We're gonna use the Box-Muller method (which actually generates 2
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// gaussian-distributed numbers at once)
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//
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//-----------------------------------------------------------------------------
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CGaussianRandomStream::CGaussianRandomStream( IUniformRandomStream *pUniformStream )
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{
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AttachToStream( pUniformStream );
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}
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//-----------------------------------------------------------------------------
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// Attaches to a random uniform stream
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//-----------------------------------------------------------------------------
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void CGaussianRandomStream::AttachToStream( IUniformRandomStream *pUniformStream )
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{
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AUTO_LOCK( m_mutex );
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m_pUniformStream = pUniformStream;
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m_bHaveValue = false;
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}
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//-----------------------------------------------------------------------------
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// Generates random numbers
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//-----------------------------------------------------------------------------
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float CGaussianRandomStream::RandomFloat( float flMean, float flStdDev )
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{
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AUTO_LOCK( m_mutex );
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IUniformRandomStream *pUniformStream = m_pUniformStream ? m_pUniformStream : s_pUniformStream;
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float fac,rsq,v1,v2;
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if (!m_bHaveValue)
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{
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// Pick 2 random #s from -1 to 1
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// Make sure they lie inside the unit circle. If they don't, try again
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do
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{
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v1 = 2.0f * pUniformStream->RandomFloat() - 1.0f;
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v2 = 2.0f * pUniformStream->RandomFloat() - 1.0f;
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rsq = v1*v1 + v2*v2;
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} while ((rsq > 1.0f) || (rsq == 0.0f));
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// The box-muller transformation to get the two gaussian numbers
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fac = sqrtf( -2.0f * log(rsq) / rsq );
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// Store off one value for later use
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m_flRandomValue = v1 * fac;
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m_bHaveValue = true;
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return flStdDev * (v2 * fac) + flMean;
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}
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else
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{
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m_bHaveValue = false;
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return flStdDev * m_flRandomValue + flMean;
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}
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}
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//-----------------------------------------------------------------------------
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// Creates a histogram (for testing)
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//-----------------------------------------------------------------------------
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