/*************************************************************************/ /* random_pcg.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RANDOM_PCG_H #define RANDOM_PCG_H #include #include "core/math/math_defs.h" #include "thirdparty/misc/pcg.h" class RandomPCG { pcg32_random_t pcg; uint64_t current_seed; // seed with this to get the same state public: static const uint64_t DEFAULT_SEED = 12047754176567800795U; static const uint64_t DEFAULT_INC = PCG_DEFAULT_INC_64; static const uint64_t RANDOM_MAX = 0xFFFFFFFF; RandomPCG(uint64_t p_seed = DEFAULT_SEED, uint64_t p_inc = PCG_DEFAULT_INC_64); _FORCE_INLINE_ void seed(uint64_t p_seed) { current_seed = p_seed; pcg.state = p_seed; pcg32_random_r(&pcg); // Force changing internal state to avoid initial 0 } _FORCE_INLINE_ uint64_t get_seed() { return current_seed; } void randomize(); _FORCE_INLINE_ uint32_t rand() { current_seed = pcg.state; return pcg32_random_r(&pcg); } _FORCE_INLINE_ double randd() { return (double)rand() / (double)RANDOM_MAX; } _FORCE_INLINE_ float randf() { return (float)rand() / (float)RANDOM_MAX; } _FORCE_INLINE_ double randfn(double p_mean, double p_deviation) { return p_mean + p_deviation * (cos(Math_TAU * randd()) * sqrt(-2.0 * log(randd()))); // Box-Muller transform } _FORCE_INLINE_ float randfn(float p_mean, float p_deviation) { return p_mean + p_deviation * (cos(Math_TAU * randf()) * sqrt(-2.0 * log(randf()))); // Box-Muller transform } double random(double p_from, double p_to); float random(float p_from, float p_to); real_t random(int p_from, int p_to) { return (real_t)random((real_t)p_from, (real_t)p_to); } }; #endif // RANDOM_PCG_H