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195 lines
5.7 KiB
195 lines
5.7 KiB
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/////////////////////////////////////////////////////////////////////////// |
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// |
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// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas |
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// Digital Ltd. LLC |
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// |
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// All rights reserved. |
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// |
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// Redistribution and use in source and binary forms, with or without |
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// modification, are permitted provided that the following conditions are |
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// met: |
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// * Redistributions of source code must retain the above copyright |
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// notice, this list of conditions and the following disclaimer. |
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// * Redistributions in binary form must reproduce the above |
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// copyright notice, this list of conditions and the following disclaimer |
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// in the documentation and/or other materials provided with the |
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// distribution. |
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// * Neither the name of Industrial Light & Magic nor the names of |
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// its contributors may be used to endorse or promote products derived |
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// from this software without specific prior written permission. |
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// |
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
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// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
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// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
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// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
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// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
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// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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// |
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/////////////////////////////////////////////////////////////////////////// |
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//----------------------------------------------------------------------------- |
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// |
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// Routines that generate pseudo-random numbers compatible |
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// with the standard erand48(), nrand48(), etc. functions. |
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// |
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//----------------------------------------------------------------------------- |
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#include "ImathRandom.h" |
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#include "ImathInt64.h" |
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namespace Imath { |
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namespace { |
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// |
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// Static state used by Imath::drand48(), Imath::lrand48() and Imath::srand48() |
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// |
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unsigned short staticState[3] = {0, 0, 0}; |
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void |
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rand48Next (unsigned short state[3]) |
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{ |
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// |
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// drand48() and friends are all based on a linear congruential |
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// sequence, |
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// |
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// x[n+1] = (a * x[n] + c) % m, |
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// |
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// where a and c are as specified below, and m == (1 << 48) |
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// |
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static const Int64 a = Int64 (0x5deece66dLL); |
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static const Int64 c = Int64 (0xbLL); |
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// |
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// Assemble the 48-bit value x[n] from the |
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// three 16-bit values stored in state. |
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// |
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Int64 x = (Int64 (state[2]) << 32) | |
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(Int64 (state[1]) << 16) | |
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Int64 (state[0]); |
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// |
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// Compute x[n+1], except for the "modulo m" part. |
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// |
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x = a * x + c; |
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// |
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// Disassemble the 48 least significant bits of x[n+1] into |
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// three 16-bit values. Discard the 16 most significant bits; |
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// this takes care of the "modulo m" operation. |
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// |
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// We assume that sizeof (unsigned short) == 2. |
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// |
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state[2] = (unsigned short)(x >> 32); |
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state[1] = (unsigned short)(x >> 16); |
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state[0] = (unsigned short)(x); |
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} |
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} // namespace |
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double |
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erand48 (unsigned short state[3]) |
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{ |
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// |
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// Generate double-precision floating-point values between 0.0 and 1.0: |
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// |
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// The exponent is set to 0x3ff, which indicates a value greater |
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// than or equal to 1.0, and less than 2.0. The 48 most significant |
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// bits of the significand (mantissa) are filled with pseudo-random |
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// bits generated by rand48Next(). The remaining 4 bits are a copy |
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// of the 4 most significant bits of the significand. This results |
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// in bit patterns between 0x3ff0000000000000 and 0x3fffffffffffffff, |
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// which correspond to uniformly distributed floating-point values |
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// between 1.0 and 1.99999999999999978. Subtracting 1.0 from those |
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// values produces numbers between 0.0 and 0.99999999999999978, that |
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// is, between 0.0 and 1.0-DBL_EPSILON. |
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// |
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rand48Next (state); |
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union {double d; Int64 i;} u; |
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u.i = (Int64 (0x3ff) << 52) | // sign and exponent |
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(Int64 (state[2]) << 36) | // significand |
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(Int64 (state[1]) << 20) | |
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(Int64 (state[0]) << 4) | |
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(Int64 (state[2]) >> 12); |
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return u.d - 1; |
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} |
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double |
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drand48 () |
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{ |
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return Imath::erand48 (staticState); |
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} |
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long int |
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nrand48 (unsigned short state[3]) |
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{ |
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// |
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// Generate uniformly distributed integers between 0 and 0x7fffffff. |
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// |
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rand48Next (state); |
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return ((long int) (state[2]) << 15) | |
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((long int) (state[1]) >> 1); |
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} |
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long int |
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lrand48 () |
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{ |
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return Imath::nrand48 (staticState); |
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} |
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void |
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srand48 (long int seed) |
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{ |
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staticState[2] = (unsigned short)(seed >> 16); |
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staticState[1] = (unsigned short)(seed); |
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staticState[0] = 0x330e; |
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} |
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float |
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Rand32::nextf () |
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{ |
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// |
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// Generate single-precision floating-point values between 0.0 and 1.0: |
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// |
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// The exponent is set to 0x7f, which indicates a value greater than |
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// or equal to 1.0, and less than 2.0. The 23 bits of the significand |
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// (mantissa) are filled with pseudo-random bits generated by |
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// Rand32::next(). This results in in bit patterns between 0x3f800000 |
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// and 0x3fffffff, which correspond to uniformly distributed floating- |
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// point values between 1.0 and 1.99999988. Subtracting 1.0 from |
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// those values produces numbers between 0.0 and 0.99999988, that is, |
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// between 0.0 and 1.0-FLT_EPSILON. |
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// |
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next (); |
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union {float f; unsigned int i;} u; |
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u.i = 0x3f800000 | (_state & 0x7fffff); |
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return u.f - 1; |
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} |
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} // namespace Imath
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