dust3d/thirdparty/instant-meshes/instant-meshes-dust3d/ext/pcg32/pcg32.h

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/*
* Tiny self-contained version of the PCG Random Number Generation for C++
* put together from pieces of the much larger C/C++ codebase.
* Wenzel Jakob, February 2015
*
* The PCG random number generator was developed by Melissa O'Neill <oneill@pcg-random.org>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* For additional information about the PCG random number generation scheme,
* including its license and other licensing options, visit
*
* http://www.pcg-random.org
*/
#ifndef __PCG32_H
#define __PCG32_H 1
#define PCG32_DEFAULT_STATE 0x853c49e6748fea9bULL
#define PCG32_DEFAULT_STREAM 0xda3e39cb94b95bdbULL
#define PCG32_MULT 0x5851f42d4c957f2dULL
#include <inttypes.h>
#include <cmath>
#include <cassert>
#include <algorithm>
/// PCG32 Pseudorandom number generator
struct pcg32 {
/// Initialize the pseudorandom number generator with default seed
pcg32() : state(PCG32_DEFAULT_STATE), inc(PCG32_DEFAULT_STREAM) {}
/// Initialize the pseudorandom number generator with the \ref seed() function
pcg32(uint64_t initstate, uint64_t initseq = 1u) { seed(initstate, initseq); }
/**
* \brief Seed the pseudorandom number generator
*
* Specified in two parts: a state initializer and a sequence selection
* constant (a.k.a. stream id)
*/
void seed(uint64_t initstate, uint64_t initseq = 1) {
state = 0U;
inc = (initseq << 1u) | 1u;
nextUInt();
state += initstate;
nextUInt();
}
/// Generate a uniformly distributed unsigned 32-bit random number
uint32_t nextUInt() {
uint64_t oldstate = state;
state = oldstate * PCG32_MULT + inc;
uint32_t xorshifted = (uint32_t) (((oldstate >> 18u) ^ oldstate) >> 27u);
uint32_t rot = (uint32_t) (oldstate >> 59u);
return (xorshifted >> rot) | (xorshifted << ((~rot + 1u) & 31));
}
/// Generate a uniformly distributed number, r, where 0 <= r < bound
uint32_t nextUInt(uint32_t bound) {
// To avoid bias, we need to make the range of the RNG a multiple of
// bound, which we do by dropping output less than a threshold.
// A naive scheme to calculate the threshold would be to do
//
// uint32_t threshold = 0x100000000ull % bound;
//
// but 64-bit div/mod is slower than 32-bit div/mod (especially on
// 32-bit platforms). In essence, we do
//
// uint32_t threshold = (0x100000000ull-bound) % bound;
//
// because this version will calculate the same modulus, but the LHS
// value is less than 2^32.
uint32_t threshold = (~bound+1u) % bound;
// Uniformity guarantees that this loop will terminate. In practice, it
// should usually terminate quickly; on average (assuming all bounds are
// equally likely), 82.25% of the time, we can expect it to require just
// one iteration. In the worst case, someone passes a bound of 2^31 + 1
// (i.e., 2147483649), which invalidates almost 50% of the range. In
// practice, bounds are typically small and only a tiny amount of the range
// is eliminated.
for (;;) {
uint32_t r = nextUInt();
if (r >= threshold)
return r % bound;
}
}
/// Generate a single precision floating point value on the interval [0, 1)
float nextFloat() {
/* Trick from MTGP: generate an uniformly distributed
single precision number in [1,2) and subtract 1. */
union {
uint32_t u;
float f;
} x;
x.u = (nextUInt() >> 9) | 0x3f800000UL;
return x.f - 1.0f;
}
/**
* \brief Generate a double precision floating point value on the interval [0, 1)
*
* \remark Since the underlying random number generator produces 32 bit output,
* only the first 32 mantissa bits will be filled (however, the resolution is still
* finer than in \ref nextFloat(), which only uses 23 mantissa bits)
*/
double nextDouble() {
/* Trick from MTGP: generate an uniformly distributed
double precision number in [1,2) and subtract 1. */
union {
uint64_t u;
double d;
} x;
x.u = ((uint64_t) nextUInt() << 20) | 0x3ff0000000000000ULL;
return x.d - 1.0;
}
/**
* \brief Multi-step advance function (jump-ahead, jump-back)
*
* The method used here is based on Brown, "Random Number Generation
* with Arbitrary Stride", Transactions of the American Nuclear
* Society (Nov. 1994). The algorithm is very similar to fast
* exponentiation.
*/
void advance(int64_t delta_) {
uint64_t
cur_mult = PCG32_MULT,
cur_plus = inc,
acc_mult = 1u,
acc_plus = 0u;
/* Even though delta is an unsigned integer, we can pass a signed
integer to go backwards, it just goes "the long way round". */
uint64_t delta = (uint64_t) delta_;
while (delta > 0) {
if (delta & 1) {
acc_mult *= cur_mult;
acc_plus = acc_plus * cur_mult + cur_plus;
}
cur_plus = (cur_mult + 1) * cur_plus;
cur_mult *= cur_mult;
delta /= 2;
}
state = acc_mult * state + acc_plus;
}
/**
* \brief Draw uniformly distributed permutation and permute the
* given STL container
*
* From: Knuth, TAoCP Vol. 2 (3rd 3d), Section 3.4.2
*/
template <typename Iterator> void shuffle(Iterator begin, Iterator end) {
for (Iterator it = end - 1; it > begin; --it)
std::iter_swap(it, begin + nextUInt((uint32_t) (it - begin + 1)));
}
/// Compute the distance between two PCG32 pseudorandom number generators
int64_t operator-(const pcg32 &other) const {
assert(inc == other.inc);
uint64_t
cur_mult = PCG32_MULT,
cur_plus = inc,
cur_state = other.state,
the_bit = 1u,
distance = 0u;
while (state != cur_state) {
if ((state & the_bit) != (cur_state & the_bit)) {
cur_state = cur_state * cur_mult + cur_plus;
distance |= the_bit;
}
assert((state & the_bit) == (cur_state & the_bit));
the_bit <<= 1;
cur_plus = (cur_mult + 1ULL) * cur_plus;
cur_mult *= cur_mult;
}
return (int64_t) distance;
}
/// Equality operator
bool operator==(const pcg32 &other) const { return state == other.state && inc == other.inc; }
/// Inequality operator
bool operator!=(const pcg32 &other) const { return state != other.state || inc != other.inc; }
uint64_t state; // RNG state. All values are possible.
uint64_t inc; // Controls which RNG sequence (stream) is selected. Must *always* be odd.
};
#endif // __PCG32_H