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398 lines
9.7 KiB
398 lines
9.7 KiB
/////////////////////////////////////////////////////////////////////////// |
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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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#ifndef INCLUDED_IMATHRANDOM_H |
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#define INCLUDED_IMATHRANDOM_H |
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//----------------------------------------------------------------------------- |
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// |
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// Generators for uniformly distributed pseudo-random numbers and |
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// functions that use those generators to generate numbers with |
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// non-uniform distributions: |
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// |
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// class Rand32 |
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// class Rand48 |
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// solidSphereRand() |
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// hollowSphereRand() |
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// gaussRand() |
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// gaussSphereRand() |
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// |
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// Note: class Rand48() calls erand48() and nrand48(), which are not |
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// available on all operating systems. For compatibility we include |
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// our own versions of erand48() and nrand48(). Our functions have |
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// been reverse-engineered from the corresponding Unix/Linux man page. |
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// |
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//----------------------------------------------------------------------------- |
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#include <stdlib.h> |
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#include <math.h> |
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namespace Imath { |
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//----------------------------------------------- |
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// Fast random-number generator that generates |
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// a uniformly distributed sequence with a period |
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// length of 2^32. |
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//----------------------------------------------- |
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class Rand32 |
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{ |
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public: |
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//------------ |
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// Constructor |
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//------------ |
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Rand32 (unsigned long int seed = 0); |
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//-------------------------------- |
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// Re-initialize with a given seed |
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//-------------------------------- |
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void init (unsigned long int seed); |
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//---------------------------------------------------------- |
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// Get the next value in the sequence (range: [false, true]) |
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//---------------------------------------------------------- |
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bool nextb (); |
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//--------------------------------------------------------------- |
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// Get the next value in the sequence (range: [0 ... 0xffffffff]) |
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//--------------------------------------------------------------- |
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unsigned long int nexti (); |
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//------------------------------------------------------ |
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// Get the next value in the sequence (range: [0 ... 1[) |
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//------------------------------------------------------ |
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float nextf (); |
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//------------------------------------------------------------------- |
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// Get the next value in the sequence (range [rangeMin ... rangeMax[) |
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//------------------------------------------------------------------- |
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float nextf (float rangeMin, float rangeMax); |
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private: |
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void next (); |
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unsigned long int _state; |
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}; |
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//-------------------------------------------------------- |
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// Random-number generator based on the C Standard Library |
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// functions erand48(), nrand48() & company; generates a |
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// uniformly distributed sequence. |
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//-------------------------------------------------------- |
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class Rand48 |
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{ |
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public: |
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//------------ |
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// Constructor |
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//------------ |
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Rand48 (unsigned long int seed = 0); |
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//-------------------------------- |
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// Re-initialize with a given seed |
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//-------------------------------- |
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void init (unsigned long int seed); |
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//---------------------------------------------------------- |
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// Get the next value in the sequence (range: [false, true]) |
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//---------------------------------------------------------- |
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bool nextb (); |
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//--------------------------------------------------------------- |
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// Get the next value in the sequence (range: [0 ... 0x7fffffff]) |
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//--------------------------------------------------------------- |
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long int nexti (); |
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//------------------------------------------------------ |
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// Get the next value in the sequence (range: [0 ... 1[) |
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//------------------------------------------------------ |
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double nextf (); |
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//------------------------------------------------------------------- |
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// Get the next value in the sequence (range [rangeMin ... rangeMax[) |
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//------------------------------------------------------------------- |
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double nextf (double rangeMin, double rangeMax); |
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private: |
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unsigned short int _state[3]; |
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}; |
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//------------------------------------------------------------ |
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// Return random points uniformly distributed in a sphere with |
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// radius 1 around the origin (distance from origin <= 1). |
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//------------------------------------------------------------ |
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template <class Vec, class Rand> |
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Vec |
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solidSphereRand (Rand &rand); |
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//------------------------------------------------------------- |
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// Return random points uniformly distributed on the surface of |
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// a sphere with radius 1 around the origin. |
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//------------------------------------------------------------- |
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template <class Vec, class Rand> |
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Vec |
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hollowSphereRand (Rand &rand); |
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//----------------------------------------------- |
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// Return random numbers with a normal (Gaussian) |
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// distribution with zero mean and unit variance. |
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//----------------------------------------------- |
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template <class Rand> |
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float |
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gaussRand (Rand &rand); |
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//---------------------------------------------------- |
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// Return random points whose distance from the origin |
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// has a normal (Gaussian) distribution with zero mean |
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// and unit variance. |
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//---------------------------------------------------- |
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template <class Vec, class Rand> |
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Vec |
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gaussSphereRand (Rand &rand); |
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//--------------------------------- |
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// erand48(), nrand48() and friends |
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//--------------------------------- |
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double erand48 (unsigned short state[3]); |
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double drand48 (); |
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long int nrand48 (unsigned short state[3]); |
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long int lrand48 (); |
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void srand48 (long int seed); |
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//--------------- |
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// Implementation |
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//--------------- |
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inline void |
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Rand32::init (unsigned long int seed) |
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{ |
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_state = (seed * 0xa5a573a5L) ^ 0x5a5a5a5aL; |
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} |
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inline |
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Rand32::Rand32 (unsigned long int seed) |
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{ |
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init (seed); |
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} |
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inline void |
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Rand32::next () |
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{ |
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_state = 1664525L * _state + 1013904223L; |
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} |
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inline bool |
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Rand32::nextb () |
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{ |
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next (); |
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// Return the 31st (most significant) bit, by and-ing with 2 ^ 31. |
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return !!(_state & 2147483648UL); |
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} |
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inline unsigned long int |
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Rand32::nexti () |
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{ |
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next (); |
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return _state & 0xffffffff; |
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} |
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inline float |
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Rand32::nextf (float rangeMin, float rangeMax) |
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{ |
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float f = nextf(); |
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return rangeMin * (1 - f) + rangeMax * f; |
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} |
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inline void |
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Rand48::init (unsigned long int seed) |
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{ |
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seed = (seed * 0xa5a573a5L) ^ 0x5a5a5a5aL; |
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_state[0] = (unsigned short int) (seed & 0xFFFF); |
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_state[1] = (unsigned short int) ((seed >> 16) & 0xFFFF); |
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_state[2] = (unsigned short int) (seed & 0xFFFF); |
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} |
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inline |
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Rand48::Rand48 (unsigned long int seed) |
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{ |
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init (seed); |
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} |
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inline bool |
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Rand48::nextb () |
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{ |
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return Imath::nrand48 (_state) & 1; |
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} |
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inline long int |
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Rand48::nexti () |
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{ |
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return Imath::nrand48 (_state); |
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} |
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inline double |
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Rand48::nextf () |
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{ |
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return Imath::erand48 (_state); |
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} |
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inline double |
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Rand48::nextf (double rangeMin, double rangeMax) |
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{ |
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double f = nextf(); |
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return rangeMin * (1 - f) + rangeMax * f; |
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} |
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template <class Vec, class Rand> |
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Vec |
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solidSphereRand (Rand &rand) |
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{ |
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Vec v; |
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do |
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{ |
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for (unsigned int i = 0; i < Vec::dimensions(); i++) |
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v[i] = (typename Vec::BaseType) rand.nextf (-1, 1); |
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} |
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while (v.length2() > 1); |
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return v; |
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} |
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template <class Vec, class Rand> |
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Vec |
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hollowSphereRand (Rand &rand) |
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{ |
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Vec v; |
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typename Vec::BaseType length; |
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do |
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{ |
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for (unsigned int i = 0; i < Vec::dimensions(); i++) |
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v[i] = (typename Vec::BaseType) rand.nextf (-1, 1); |
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length = v.length(); |
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} |
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while (length > 1 || length == 0); |
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return v / length; |
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} |
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template <class Rand> |
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float |
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gaussRand (Rand &rand) |
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{ |
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float x; // Note: to avoid numerical problems with very small |
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float y; // numbers, we make these variables singe-precision |
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float length2; // floats, but later we call the double-precision log() |
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// and sqrt() functions instead of logf() and sqrtf(). |
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do |
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{ |
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x = float (rand.nextf (-1, 1)); |
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y = float (rand.nextf (-1, 1)); |
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length2 = x * x + y * y; |
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} |
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while (length2 >= 1 || length2 == 0); |
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return x * sqrt (-2 * log (double (length2)) / length2); |
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} |
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template <class Vec, class Rand> |
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Vec |
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gaussSphereRand (Rand &rand) |
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{ |
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return hollowSphereRand <Vec> (rand) * gaussRand (rand); |
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} |
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} // namespace Imath |
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#endif
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