📄 imathrandom.h
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/////////////////////////////////////////////////////////////////////////////// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas// Digital Ltd. LLC// // All rights reserved.// // Redistribution and use in source and binary forms, with or without// modification, are permitted provided that the following conditions are// met:// * Redistributions of source code must retain the above copyright// notice, this list of conditions and the following disclaimer.// * Redistributions in binary form must reproduce the above// copyright notice, this list of conditions and the following disclaimer// in the documentation and/or other materials provided with the// distribution.// * Neither the name of Industrial Light & Magic nor the names of// its contributors may be used to endorse or promote products derived// from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE./////////////////////////////////////////////////////////////////////////////#ifndef INCLUDED_IMATHRANDOM_H#define INCLUDED_IMATHRANDOM_H//-----------------------------------------------------------------------------//// Generators for uniformly distributed pseudo-random numbers and// functions that use those generators to generate numbers with// non-uniform distributions://// class Rand32// class Rand48// solidSphereRand()// hollowSphereRand()// gaussRand()// gaussSphereRand()//// Note: class Rand48() calls erand48() and nrand48(), which are not// available on all operating systems. For compatibility we include// our own versions of erand48() and nrand48(). Our functions have// been reverse-engineered from the corresponding Unix/Linux man page.////-----------------------------------------------------------------------------#include <stdlib.h>#include <math.h>namespace Imath {//-----------------------------------------------// Fast random-number generator that generates// a uniformly distributed sequence with a period// length of 2^32.//-----------------------------------------------class Rand32{ public: //------------ // Constructor //------------ Rand32 (unsigned long int seed = 0); //-------------------------------- // Re-initialize with a given seed //-------------------------------- void init (unsigned long int seed); //---------------------------------------------------------- // Get the next value in the sequence (range: [false, true]) //---------------------------------------------------------- bool nextb (); //--------------------------------------------------------------- // Get the next value in the sequence (range: [0 ... 0xffffffff]) //--------------------------------------------------------------- unsigned long int nexti (); //------------------------------------------------------ // Get the next value in the sequence (range: [0 ... 1[) //------------------------------------------------------ float nextf (); //------------------------------------------------------------------- // Get the next value in the sequence (range [rangeMin ... rangeMax[) //------------------------------------------------------------------- float nextf (float rangeMin, float rangeMax); private: void next (); unsigned long int _state;};//--------------------------------------------------------// Random-number generator based on the C Standard Library// functions erand48(), nrand48() & company; generates a// uniformly distributed sequence.//--------------------------------------------------------class Rand48{ public: //------------ // Constructor //------------ Rand48 (unsigned long int seed = 0); //-------------------------------- // Re-initialize with a given seed //-------------------------------- void init (unsigned long int seed); //---------------------------------------------------------- // Get the next value in the sequence (range: [false, true]) //---------------------------------------------------------- bool nextb (); //--------------------------------------------------------------- // Get the next value in the sequence (range: [0 ... 0x7fffffff]) //--------------------------------------------------------------- long int nexti (); //------------------------------------------------------ // Get the next value in the sequence (range: [0 ... 1[) //------------------------------------------------------ double nextf (); //------------------------------------------------------------------- // Get the next value in the sequence (range [rangeMin ... rangeMax[) //------------------------------------------------------------------- double nextf (double rangeMin, double rangeMax); private: unsigned short int _state[3];};//------------------------------------------------------------// Return random points uniformly distributed in a sphere with// radius 1 around the origin (distance from origin <= 1).//------------------------------------------------------------template <class Vec, class Rand>Vec solidSphereRand (Rand &rand);//-------------------------------------------------------------// Return random points uniformly distributed on the surface of// a sphere with radius 1 around the origin.//-------------------------------------------------------------template <class Vec, class Rand>Vec hollowSphereRand (Rand &rand);//-----------------------------------------------// Return random numbers with a normal (Gaussian)// distribution with zero mean and unit variance.//-----------------------------------------------template <class Rand>floatgaussRand (Rand &rand);//----------------------------------------------------// Return random points whose distance from the origin// has a normal (Gaussian) distribution with zero mean// and unit variance.//----------------------------------------------------template <class Vec, class Rand>VecgaussSphereRand (Rand &rand);//---------------------------------// erand48(), nrand48() and friends//---------------------------------double erand48 (unsigned short state[3]);double drand48 ();long int nrand48 (unsigned short state[3]);long int lrand48 ();void srand48 (long int seed);//---------------// Implementation//---------------inline voidRand32::init (unsigned long int seed){ _state = (seed * 0xa5a573a5L) ^ 0x5a5a5a5aL;}inlineRand32::Rand32 (unsigned long int seed){ init (seed);}inline voidRand32::next (){ _state = 1664525L * _state + 1013904223L;}inline boolRand32::nextb (){ next (); // Return the 31st (most significant) bit, by and-ing with 2 ^ 31. return !!(_state & 2147483648UL);}inline unsigned long intRand32::nexti (){ next (); return _state & 0xffffffff;}inline floatRand32::nextf (float rangeMin, float rangeMax){ float f = nextf(); return rangeMin * (1 - f) + rangeMax * f;}inline voidRand48::init (unsigned long int seed){ seed = (seed * 0xa5a573a5L) ^ 0x5a5a5a5aL; _state[0] = (unsigned short int) (seed); _state[1] = (unsigned short int) (seed >> 16); _state[2] = (unsigned short int) (seed);}inline Rand48::Rand48 (unsigned long int seed){ init (seed);}inline boolRand48::nextb (){ return Imath::nrand48 (_state) & 1;}inline long intRand48::nexti (){ return Imath::nrand48 (_state);}inline doubleRand48::nextf (){ return Imath::erand48 (_state);}inline doubleRand48::nextf (double rangeMin, double rangeMax){ double f = nextf(); return rangeMin * (1 - f) + rangeMax * f;}template <class Vec, class Rand>VecsolidSphereRand (Rand &rand){ Vec v; do { for (unsigned int i = 0; i < Vec::dimensions(); i++) v[i] = (typename Vec::BaseType) rand.nextf (-1, 1); } while (v.length2() > 1); return v;}template <class Vec, class Rand>VechollowSphereRand (Rand &rand){ Vec v; typename Vec::BaseType length; do { for (unsigned int i = 0; i < Vec::dimensions(); i++) v[i] = (typename Vec::BaseType) rand.nextf (-1, 1); length = v.length(); } while (length > 1 || length == 0); return v / length;}template <class Rand>floatgaussRand (Rand &rand){ float x; // Note: to avoid numerical problems with very small float y; // numbers, we make these variables singe-precision float length2; // floats, but later we call the double-precision log() // and sqrt() functions instead of logf() and sqrtf(). do { x = float (rand.nextf (-1, 1)); y = float (rand.nextf (-1, 1)); length2 = x * x + y * y; } while (length2 >= 1 || length2 == 0); return x * sqrt (-2 * log (double (length2)) / length2);}template <class Vec, class Rand>VecgaussSphereRand (Rand &rand){ return hollowSphereRand <Vec> (rand) * gaussRand (rand);}} // namespace Imath#endif
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