Files
test2/source/blender/blenlib/BLI_rand.hh
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

145 lines
2.8 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup bli
*/
#pragma once
#include "BLI_math.h"
#include "BLI_math_vector_types.hh"
#include "BLI_span.hh"
#include "BLI_utildefines.h"
namespace blender {
class RandomNumberGenerator {
private:
uint64_t x_;
public:
RandomNumberGenerator(uint32_t seed = 0)
{
this->seed(seed);
}
/**
* Set the seed for future random numbers.
*/
void seed(uint32_t seed)
{
constexpr uint64_t lowseed = 0x330E;
x_ = (uint64_t(seed) << 16) | lowseed;
}
/**
* Set a randomized hash of the value as seed.
*/
void seed_random(uint32_t seed);
uint32_t get_uint32()
{
this->step();
return uint32_t(x_ >> 17);
}
int32_t get_int32()
{
this->step();
return int32_t(x_ >> 17);
}
/**
* \return Random value (0..N), but never N.
*/
int32_t get_int32(int32_t max_exclusive)
{
BLI_assert(max_exclusive > 0);
return this->get_int32() % max_exclusive;
}
/**
* \return Random value (0..1), but never 1.0.
*/
double get_double()
{
return double(this->get_int32()) / 0x80000000;
}
/**
* \return Random value (0..1), but never 1.0.
*/
float get_float()
{
return (float)this->get_int32() / 0x80000000;
}
template<typename T> void shuffle(MutableSpan<T> values)
{
/* Cannot shuffle arrays of this size yet. */
BLI_assert(values.size() <= INT32_MAX);
for (int i = values.size() - 1; i >= 2; i--) {
int j = this->get_int32(i);
if (i != j) {
std::swap(values[i], values[j]);
}
}
}
/**
* Compute uniformly distributed barycentric coordinates.
*/
float3 get_barycentric_coordinates()
{
float rand1 = this->get_float();
float rand2 = this->get_float();
if (rand1 + rand2 > 1.0f) {
rand1 = 1.0f - rand1;
rand2 = 1.0f - rand2;
}
return float3(rand1, rand2, 1.0f - rand1 - rand2);
}
/**
* Round value to the next integer randomly.
* 4.9f is more likely to round to 5 than 4.6f.
*/
int round_probabilistic(float x);
float2 get_unit_float2();
float3 get_unit_float3();
/**
* Generate a random point inside the given triangle.
*/
float2 get_triangle_sample(float2 v1, float2 v2, float2 v3);
float3 get_triangle_sample_3d(float3 v1, float3 v2, float3 v3);
void get_bytes(MutableSpan<char> r_bytes);
/**
* Simulate getting \a n random values.
*/
void skip(int64_t n)
{
while (n--) {
this->step();
}
}
private:
void step()
{
constexpr uint64_t multiplier = 0x5DEECE66Dll;
constexpr uint64_t addend = 0xB;
constexpr uint64_t mask = 0x0000FFFFFFFFFFFFll;
x_ = (multiplier * x_ + addend) & mask;
}
};
} // namespace blender