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random.h
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random.h
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#ifndef _RANDOMNESS_HEADER_H
#define _RANDOMNESS_HEADER_H
#define FLOAT_TYPE double
#ifdef USE_BOOST_RANDOM
#include <boost/random.hpp>
#else
#include <stdlib.h>
#endif
#include <vector>
#include <limits>
/*
//clamps the first argument between the second two
inline void Clamp(double &a_Arg, const double a_Min, const double a_Max)
{
//ASSERT(a_Min <= a_Max);
if (a_Arg < a_Min)
{
a_Arg = a_Min;
return;
}
if (a_Arg > a_Max)
{
a_Arg = a_Max;
return;
}
}*/
//clamps the first argument between the second two
inline void Clamp(FLOAT_TYPE &a_Arg, const FLOAT_TYPE a_Min, const FLOAT_TYPE a_Max)
{
//ASSERT(a_Min <= a_Max);
if (a_Arg < a_Min)
{
a_Arg = a_Min;
return;
}
if (a_Arg > a_Max)
{
a_Arg = a_Max;
return;
}
}
//clamps the first argument between the second two
inline void Clamp(int &a_Arg, const int a_Min, const int a_Max)
{
//ASSERT(a_Min <= a_Max);
if (a_Arg < a_Min)
{
a_Arg = a_Min;
return;
}
if (a_Arg > a_Max)
{
a_Arg = a_Max;
return;
}
}
//rounds a double up or down depending on its value
inline int Rounded(const double a_Val)
{
const int t_Integral = static_cast<int>(a_Val);
const double t_Mantissa = a_Val - t_Integral;
if (t_Mantissa < 0.5)
{
return t_Integral;
}
else
{
return t_Integral + 1;
}
}
//rounds a double up or down depending on whether its
//mantissa is higher or lower than offset
inline int RoundUnderOffset(const double a_Val, const double a_Offset)
{
//ASSERT(a_Offset < 1 && a_Offset > -1); ???!? Should this be a test for the offset
const int t_Integral = static_cast<int>(a_Val);
const double t_Mantissa = a_Val - t_Integral;
if (t_Mantissa < a_Offset)
{
return t_Integral;
}
else
{
return t_Integral + 1;
}
}
// Scales the value "a", that is in range [a_min .. a_max] into its relative value in the range [tr_min .. tr_max]
// Example: A=2, in the range [0 .. 4] .. we want to scale it to the range [-12 .. 12] .. we get 0..
/*inline void Scale( double& a,
const double a_min,
const double a_max,
const double a_tr_min,
const double a_tr_max)
{
// ASSERT((a >= a_min) && (a <= a_max));
// ASSERT(a_min <= a_max);
// ASSERT(a_tr_min <= a_tr_max);
const double t_a_r = a_max - a_min;
const double t_r = a_tr_max - a_tr_min;
const double rel_a = (a - a_min) / t_a_r;
a = a_tr_min + t_r * rel_a;
}*/
// Scales the value "a", that is in range [a_min .. a_max] into its relative value in the range [tr_min .. tr_max]
// Example: A=2, in the range [0 .. 4] .. we want to scale it to the range [-12 .. 12] .. we get 0..
inline void Scale( FLOAT_TYPE& a,
const double a_min,
const double a_max,
const double a_tr_min,
const double a_tr_max)
{
// ASSERT((a >= a_min) && (a <= a_max));
// ASSERT(a_min <= a_max);
// ASSERT(a_tr_min <= a_tr_max);
const double t_a_r = a_max - a_min;
const double t_r = a_tr_max - a_tr_min;
const double rel_a = (a - a_min) / t_a_r;
a = a_tr_min + t_r * rel_a;
}
inline double Abs(double x)
{
if (x<0)
{
return -x;
}
else
{
return x;
}
}
class RNG
{
#ifdef USE_BOOST_RANDOM
boost::random::mt19937 gen;
#endif
public:
// Seeds the random number generator with this value
void Seed(long seed);
// Seeds the random number generator with time
void TimeSeed();
// Returns randomly either 1 or -1
int RandPosNeg();
// Returns a random integer between X and Y
int RandInt(int x, int y);
// Returns a random number from a uniform distribution in the range of [0 .. 1]
double RandFloat();
// Returns a random number from a uniform distribution in the range of [-1 .. 1]
double RandFloatSigned();
// Returns a random number from a gaussian (normal) distribution in the range of [-1 .. 1]
double RandGaussSigned();
// Returns an index given a vector of probabilities
int Roulette(std::vector<double>& a_probs);
double Uniform(double min, double max)
{
double x = RandFloat();
Scale(x, 0.0, 1.0, min, max);
return x;
}
};
#endif