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///////////////////////////////////////////////////////////////////////////////
// Copyright (c) Electronic Arts Inc. All rights reserved.
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// This file implements a basic set of random number generators suitable for game
// development usage.
/////////////////////////////////////////////////////////////////////////////////////
#include <EAStdC/internal/Config.h>
#include <EAStdC/EARandom.h>
#include <EAStdC/EARandomDistribution.h>
#include <EAStdC/EAStopwatch.h>
#include <string.h>
#include <EAAssert/eaassert.h>
#if defined(EASTDC_EASTOPWATCH_H)
#define EARandomGetCPUCycle EA::StdC::Stopwatch::GetCPUCycle
#elif EASTDC_TIME_H_AVAILABLE
#include <time.h>
static inline uint64_t EARandomGetCPUCycle()
{
return (uint64_t)clock();
}
#else
#error Must define a way to get some pseudorandom bits with EARandomGetCPUCycle.
#endif
namespace EA
{
namespace StdC
{
namespace Internal
{
// this constant is designed to produce a maximum double value that when cast to a float does not fall outside the
// valid range of [0..1).
static const float_t RAND_FLOAT_MAX = 1.0f - 1.0f / 1048576.0f; // 1 - 2^-20
}
EASTDC_API void GetRandomSeed(void* pSeed, size_t nLength)
{
// We get a 64 bit value to work with and copy it repeatedly into
// the bytes of the seed.
const uint64_t nSeed64 = EARandomGetCPUCycle();
for(size_t i = 0; i < nLength; i++)
((unsigned char*)pSeed)[i] = (unsigned char)(nSeed64 >> ((i % sizeof(uint64_t)) * sizeof(uint64_t)));
}
///////////////////////////////////////////////////////////////////////////////
// RandomLinearCongruential
///////////////////////////////////////////////////////////////////////////////
void RandomLinearCongruential::SetSeed(uint32_t nSeed)
{
if(nSeed == 0xffffffff)
nSeed = (uint32_t)(EARandomGetCPUCycle() & 0xffffffff);
else if(nSeed == 0) // Test for seed == 0 because that's an illegal value for us.
nSeed = 0xaaaaaaaa; // Convert it to some other constant. The actual value of the constant doesn't matter much.
mnSeed = nSeed;
}
uint32_t RandomLinearCongruential::RandomUint32Uniform(uint32_t nLimit)
{
return EA::StdC::RandomLimit(*this, nLimit);
}
double RandomLinearCongruential::RandomDoubleUniform()
{
// All powers of two (such as this) are exact in floating point
static const double kDoubleUniformScaleFactor = 2.32830643653870e-10f; // = (1 / 4294967296)
// Unsigned conversions to float are often slow in due to store-to-load
// mismatch stalls (well, at least on some architectures), so we do a
// signed conversion.
int32_t randInt = int32_t(RandomUint32Uniform());
double dResult = (kDoubleUniformScaleFactor * randInt) + 0.5;
if(dResult > Internal::RAND_FLOAT_MAX) // Due to precision issues, we need to clamp this.
dResult = Internal::RAND_FLOAT_MAX;
return dResult;
}
///////////////////////////////////////////////////////////////////////////////
// RandomTaus
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// P. L'Ecuyer, "Maximally Equidistributed Combined Tausworthe Generators",
// Mathematics of Computation, 65, 213 (1996), 203-213.
//
// This generator has a period of approximately 2^88. This should be
// preferred over simple linear congruential generators which fail to
// produce uniformly distributed k-tuplets of numbers.
//
// Approved for EA use by EA Legal:
// http://easites.ea.com/legal/Lists/OpenSourceDealSheet/DispForm.aspx?ID=589
///////////////////////////////////////////////////////////////////////////////
const uint32_t kTausSeed0 = UINT32_C(3719485138);
const uint32_t kTausSeed1 = UINT32_C(840184915);
const uint32_t kTausSeed2 = UINT32_C(2586639250);
uint32_t RandomTaus::GetSeed() const
{
return (mState[0] ^ kTausSeed0);
}
void RandomTaus::SetSeed(uint32_t nSeed)
{
if(nSeed == 0xffffffff)
nSeed = (uint32_t)(EARandomGetCPUCycle() & 0xffffffff);
const uint32_t newState[3] = { kTausSeed0 ^ nSeed, kTausSeed1 ^ nSeed, kTausSeed2 ^ nSeed };
SetSeed(newState);
}
void RandomTaus::SetSeed(const uint32_t* pSeedArray)
{
if(pSeedArray)
{
mState[0] = pSeedArray[0];
mState[1] = pSeedArray[1];
mState[2] = pSeedArray[2];
if (mState[0] < 2)
mState[0] += kTausSeed0; // bad seed -- fix it
if (mState[1] < 8)
mState[1] += kTausSeed1; // bad seed -- fix it
if (mState[2] < 16)
mState[2] += kTausSeed2; // bad seed -- fix it
}
else
SetSeed(0xffffffff); // Set seed automatically.
}
uint32_t RandomTaus::RandomUint32Uniform()
{
mState[0] = ((mState[0] & 0xfffffffe) << 12) ^ (((mState[0] << 13) ^ mState[0]) >> 19);
mState[1] = ((mState[1] & 0xfffffff8) << 4) ^ (((mState[1] << 2) ^ mState[1]) >> 25);
mState[2] = ((mState[2] & 0xfffffff0) << 17) ^ (((mState[2] << 3) ^ mState[2]) >> 11);
return (mState[0] ^ mState[1] ^ mState[2]);
}
uint32_t RandomTaus::RandomUint32Uniform(uint32_t nLimit)
{
return EA::StdC::RandomLimit(*this, nLimit);
}
double RandomTaus::RandomDoubleUniform()
{
const uint32_t nRandNoLimit = RandomUint32Uniform();
// All powers of two (such as this) are exact in floating point
static const float kDoubleUniformScaleFactor = 2.32830643653870e-10f;
// Unsigned conversions to float are often slow in due to store-to-load
// mismatch stalls (well, at least on some architectures), so we do a
// signed conversion.
double dResult = (kDoubleUniformScaleFactor * (int32_t)nRandNoLimit) + 0.5;
if(dResult > Internal::RAND_FLOAT_MAX) // Due to precision issues, we need to clamp this.
dResult = Internal::RAND_FLOAT_MAX;
return dResult;
}
double RandomTaus::RandomDoubleUniform(double limit)
{
EA_ASSERT(limit > 0);
const uint32_t nRandNoLimit = RandomUint32Uniform();
// All powers of two (such as this) are exact in floating point
static const float kDoubleUniformScaleFactor = 2.32830643653870e-10f;
// Unsigned conversions to float are often slow in due to store-to-load
// mismatch stalls (well, at least on some architectures), so we do a
// signed conversion.
double dResult = (kDoubleUniformScaleFactor * limit * (int32_t)nRandNoLimit) + 0.5;
if(dResult > Internal::RAND_FLOAT_MAX) // Due to precision issues, we need to clamp this.
dResult = Internal::RAND_FLOAT_MAX;
return dResult;
}
///////////////////////////////////////////////////////////////////////////////
// RandomMersenneTwister
///////////////////////////////////////////////////////////////////////////////
RandomMersenneTwister::RandomMersenneTwister(uint32_t nSeed)
{
mpNextState = NULL;
mnCountRemaining = kStateCount;
SetSeed(nSeed);
}
RandomMersenneTwister::RandomMersenneTwister(const uint32_t seedArray[], unsigned nSeedArraySize)
{
mpNextState = NULL;
mnCountRemaining = kStateCount;
SetSeed(seedArray, nSeedArraySize);
}
RandomMersenneTwister& RandomMersenneTwister::operator=(const RandomMersenneTwister& randomMT)
{
::memcpy(mState, randomMT.mState, sizeof(mState));
mpNextState = &mState[0] + (randomMT.mpNextState - randomMT.mState);
mnCountRemaining = randomMT.mnCountRemaining;
return *this;
}
#define LOCAL_MIN(x, y) (x) < (y) ? (x) : (y)
unsigned RandomMersenneTwister::GetSeed(uint32_t seedArray[], unsigned nSeedArraySize) const
{
if(nSeedArraySize >= 1)
{
// Get mnCountRemaining
seedArray[0] = (uint32_t)mnCountRemaining;
// Get mState
unsigned i, copyCount = LOCAL_MIN((unsigned)kStateCount, nSeedArraySize - 1);
for(i = 0; i < copyCount; i++)
seedArray[i + 1] = mState[i];
for(i = copyCount; i < (nSeedArraySize - 1); i++)
seedArray[i + 1] = 0;
return copyCount + 1;
}
return 0;
}
void RandomMersenneTwister::SetSeed(const uint32_t seedArray[], unsigned nSeedArraySize)
{
if(nSeedArraySize >= 1)
{
// Set mnCountRemaining
mnCountRemaining = (int32_t)seedArray[0];
if(mnCountRemaining > kStateCount)
mnCountRemaining = kStateCount;
// Set mpNextState
mpNextState = mState + (kStateCount - mnCountRemaining);
// Set mState
const uint32_t* pStateInput = seedArray + 1; // +1 because seedArray[0] stores mnCountRemaining.
uint32_t* pStateOutput = &mState[0];
uint32_t* pStateOutputEnd = pStateOutput + kStateCount;
while(pStateOutput < pStateOutputEnd)
{
if(pStateInput >= (seedArray + 1 + nSeedArraySize))
pStateInput = (seedArray + 1); // Go back to the beginning.
*pStateOutput++ = *pStateInput++;
}
}
}
void RandomMersenneTwister::SetSeed(uint32_t nSeed)
{
uint32_t* pState = &mState[0];
int i = kStateCount;
if(nSeed == 0xffffffff)
nSeed = (uint32_t)(EARandomGetCPUCycle() & 0xffffffff);
// Even seeds for the Mersenne Twister are known to be bad,
// where bad means a non-maximal period and striping.
nSeed |= 1;
while(i--)
{
*pState = nSeed & 0xffff0000;
*pState |= ((nSeed *= 69069)++ & 0xffff0000) >> 16;
pState++;
(nSeed *= 69069)++;
}
Reload();
}
uint32_t RandomMersenneTwister::RandomUint32Uniform()
{
uint32_t nValue;
if(--mnCountRemaining < 0)
{
Reload();
--mnCountRemaining;
}
nValue = *mpNextState++;
nValue ^= (nValue >> 11);
nValue ^= (nValue << 7) & 0x9d2c5680;
nValue ^= (nValue << 15) & 0xefc60000;
return nValue ^ (nValue >> 18);
}
uint32_t RandomMersenneTwister::RandomUint32Uniform(uint32_t nLimit)
{
return EA::StdC::RandomLimit(*this, nLimit);
}
double RandomMersenneTwister::RandomDoubleUniform()
{
double dResult = (int32_t)RandomUint32Uniform() * 2.3283064365386963e-10 + 0.5;
if(dResult > Internal::RAND_FLOAT_MAX) // Due to precision issues, we need to clamp this.
dResult = Internal::RAND_FLOAT_MAX;
return dResult;
}
static inline uint32_t LoBit(uint32_t n)
{
return (n & 0x00000001);
}
static inline uint32_t MixBits(uint32_t n, uint32_t m)
{
return ((n & 0x80000000) | (m & 0x7FFFFFFF));
}
void RandomMersenneTwister::Reload()
{
const uint32_t kMagicNumber = 0x9908b0df; // Needs to be used as unsigned.
const int kPeriodValue = 397;
uint32_t *p0 = &mState[0], *p2 = &mState[1], *pM = &mState[kPeriodValue];
uint32_t s0 = mState[0], s1 = mState[1];
int i;
for(i = kStateCount - kPeriodValue; i--; s0 = s1, s1 = *++p2)
*p0++ = *pM++ ^ (MixBits(s0, s1) >> 1) ^ (LoBit(s1) ? kMagicNumber : 0);
for(pM = &mState[0], i = kPeriodValue; --i; s0 = s1, s1 = *++p2 )
*p0++ = *pM++ ^ (MixBits(s0, s1) >> 1) ^ (LoBit(s1) ? kMagicNumber : 0);
s1 = mState[0];
*p0 = *pM ^ (MixBits(s0, s1) >> 1) ^ (LoBit(s1) ? kMagicNumber : 0);
mnCountRemaining = kStateCount;
mpNextState = &mState[0];
}
uint32_t RandomMersenneTwister::Hash(int t, int c)
{
static uint32_t nIncrementor = 0;
uint32_t h1 = 0;
uint32_t h2 = 0;
unsigned char* p = (unsigned char*)&t;
unsigned i;
for(i=0; i < sizeof(t); ++i)
{
h1 *= UINT8_MAX + 2;
h1 += p[i];
}
p = (unsigned char*)&c;
for(i=0; i < sizeof(c); ++i)
{
h2 *= UINT8_MAX + 2;
h2 += p[i];
}
return (h1 + nIncrementor++) ^ h2;
}
// For unity build friendliness, undef all local #defines.
#undef EARandomGetCPUCycle
#undef LOCAL_MIN
} // namespace StdC
} // namespace EA