Add RandomNumberGenerator::rand_weighted method
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@ -42,6 +42,7 @@ void RandomNumberGenerator::_bind_methods() {
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ClassDB::bind_method(D_METHOD("randfn", "mean", "deviation"), &RandomNumberGenerator::randfn, DEFVAL(0.0), DEFVAL(1.0));
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ClassDB::bind_method(D_METHOD("randfn", "mean", "deviation"), &RandomNumberGenerator::randfn, DEFVAL(0.0), DEFVAL(1.0));
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ClassDB::bind_method(D_METHOD("randf_range", "from", "to"), &RandomNumberGenerator::randf_range);
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ClassDB::bind_method(D_METHOD("randf_range", "from", "to"), &RandomNumberGenerator::randf_range);
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ClassDB::bind_method(D_METHOD("randi_range", "from", "to"), &RandomNumberGenerator::randi_range);
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ClassDB::bind_method(D_METHOD("randi_range", "from", "to"), &RandomNumberGenerator::randi_range);
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ClassDB::bind_method(D_METHOD("rand_weighted", "weights"), &RandomNumberGenerator::rand_weighted);
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ClassDB::bind_method(D_METHOD("randomize"), &RandomNumberGenerator::randomize);
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ClassDB::bind_method(D_METHOD("randomize"), &RandomNumberGenerator::randomize);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "seed"), "set_seed", "get_seed");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "seed"), "set_seed", "get_seed");
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@ -57,6 +57,8 @@ public:
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_FORCE_INLINE_ real_t randfn(real_t p_mean = 0.0, real_t p_deviation = 1.0) { return randbase.randfn(p_mean, p_deviation); }
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_FORCE_INLINE_ real_t randfn(real_t p_mean = 0.0, real_t p_deviation = 1.0) { return randbase.randfn(p_mean, p_deviation); }
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_FORCE_INLINE_ int randi_range(int p_from, int p_to) { return randbase.random(p_from, p_to); }
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_FORCE_INLINE_ int randi_range(int p_from, int p_to) { return randbase.random(p_from, p_to); }
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_FORCE_INLINE_ int rand_weighted(const Vector<float> &p_weights) { return randbase.rand_weighted(p_weights); }
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RandomNumberGenerator() { randbase.randomize(); }
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RandomNumberGenerator() { randbase.randomize(); }
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};
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};
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@ -31,6 +31,7 @@
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#include "random_pcg.h"
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#include "random_pcg.h"
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#include "core/os/os.h"
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#include "core/os/os.h"
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#include "core/templates/vector.h"
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RandomPCG::RandomPCG(uint64_t p_seed, uint64_t p_inc) :
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RandomPCG::RandomPCG(uint64_t p_seed, uint64_t p_inc) :
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pcg(),
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pcg(),
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@ -42,6 +43,26 @@ void RandomPCG::randomize() {
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seed(((uint64_t)OS::get_singleton()->get_unix_time() + OS::get_singleton()->get_ticks_usec()) * pcg.state + PCG_DEFAULT_INC_64);
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seed(((uint64_t)OS::get_singleton()->get_unix_time() + OS::get_singleton()->get_ticks_usec()) * pcg.state + PCG_DEFAULT_INC_64);
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}
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}
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int RandomPCG::rand_weighted(const Vector<float> &p_weights) {
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ERR_FAIL_COND_V_MSG(p_weights.is_empty(), -1, "Weights array is empty.");
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int64_t weights_size = p_weights.size();
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const float *weights = p_weights.ptr();
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float weights_sum = 0.0;
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for (int64_t i = 0; i < weights_size; ++i) {
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weights_sum += weights[i];
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}
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float remaining_distance = Math::randf() * weights_sum;
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for (int64_t i = 0; i < weights_size; ++i) {
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remaining_distance -= weights[i];
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if (remaining_distance < 0) {
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return i;
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}
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}
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return -1;
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}
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double RandomPCG::random(double p_from, double p_to) {
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double RandomPCG::random(double p_from, double p_to) {
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return randd() * (p_to - p_from) + p_from;
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return randd() * (p_to - p_from) + p_from;
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}
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}
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@ -59,6 +59,9 @@ static int __bsr_clz32(uint32_t x) {
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#define LDEXPF(s, e) ldexp(s, e)
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#define LDEXPF(s, e) ldexp(s, e)
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#endif
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#endif
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template <class T>
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class Vector;
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class RandomPCG {
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class RandomPCG {
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pcg32_random_t pcg;
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pcg32_random_t pcg;
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uint64_t current_seed = 0; // The seed the current generator state started from.
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uint64_t current_seed = 0; // The seed the current generator state started from.
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@ -87,6 +90,8 @@ public:
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return pcg32_boundedrand_r(&pcg, bounds);
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return pcg32_boundedrand_r(&pcg, bounds);
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}
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}
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int rand_weighted(const Vector<float> &p_weights);
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// Obtaining floating point numbers in [0, 1] range with "good enough" uniformity.
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// Obtaining floating point numbers in [0, 1] range with "good enough" uniformity.
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// These functions sample the output of rand() as the fraction part of an infinite binary number,
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// These functions sample the output of rand() as the fraction part of an infinite binary number,
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// with some tricks applied to reduce ops and branching:
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// with some tricks applied to reduce ops and branching:
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@ -17,6 +17,25 @@
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<link title="Random number generation">$DOCS_URL/tutorials/math/random_number_generation.html</link>
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<link title="Random number generation">$DOCS_URL/tutorials/math/random_number_generation.html</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="rand_weighted">
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<return type="int" />
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<param index="0" name="weights" type="PackedFloat32Array" />
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<description>
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Returns a random index with non-uniform weights. Prints an error and returns [code]-1[/code] if the array is empty.
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[codeblocks]
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[gdscript]
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var rnd = RandomNumberGenerator.new()
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var my_array = ["one", "two", "three, "four"]
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var weights = PackedFloat32Array([0.5, 1, 1, 2])
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# Prints one of the four elements in `my_array`.
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# It is more likely to print "four", and less likely to print "two".
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print(my_array[rng.rand_weighted(weights)])
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[/gdscript]
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[/codeblocks]
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</description>
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</method>
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<method name="randf">
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<method name="randf">
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<return type="float" />
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<return type="float" />
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<description>
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<description>
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