Merged bartbes/love-experiments/RandomGenerator-2 into default (resolves issue #692)

This commit is contained in:
Alex Szpakowski
2013-08-04 17:28:33 -03:00
8 changed files with 193 additions and 87 deletions
@@ -217,8 +217,8 @@ void ParticleSystem::initParticle(particle *p)
p->position[1] += (float) rng.random(-areaSpread.getY(), areaSpread.getY());
break;
case DISTRIBUTION_NORMAL:
p->position[0] += (float) rng.randomnormal(areaSpread.getX());
p->position[1] += (float) rng.randomnormal(areaSpread.getY());
p->position[0] += (float) rng.randomNormal(areaSpread.getX());
p->position[1] += (float) rng.randomNormal(areaSpread.getY());
break;
case DISTRIBUTION_NONE:
default:
+20 -8
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@@ -53,12 +53,24 @@ public:
virtual ~Math()
{}
/**
* @copydoc RandomGenerator::randomseed()
**/
inline void randomseed(uint64 seed)
inline void setRandomState(RandomGenerator::State state)
{
rng.randomseed(seed);
rng.setState(state);
}
inline void setRandomState(uint32 low, uint32 high)
{
rng.setState(low, high);
}
inline RandomGenerator::State getRandomState() const
{
return rng.getState();
}
inline void getRandomState(uint32 &low, uint32 &high) const
{
rng.getState(low, high);
}
/**
@@ -86,11 +98,11 @@ public:
}
/**
* @copydoc RandomGenerator::randomnormal()
* @copydoc RandomGenerator::randomNormal()
**/
inline double randomnormal(double stddev)
inline double randomNormal(double stddev)
{
return rng.randomnormal(stddev);
return rng.randomNormal(stddev);
}
/**
+17 -20
View File
@@ -36,37 +36,34 @@ RandomGenerator::RandomGenerator()
{
// because it is too big for some compilers to handle ... if you know what
// i mean
union
{
uint64 b64;
struct
{
uint32 a;
uint32 b;
} b32;
} converter;
#ifdef LOVE_BIG_ENDIAN
converter.b32.a = 0x0139408D;
converter.b32.b = 0xCBBF7A44;
rng_state.b32.a = 0x0139408D;
rng_state.b32.b = 0xCBBF7A44;
#else
converter.b32.b = 0x0139408D;
converter.b32.a = 0xCBBF7A44;
rng_state.b32.b = 0x0139408D;
rng_state.b32.a = 0xCBBF7A44;
#endif
}
rng_state = converter.b64;
void RandomGenerator::setState(RandomGenerator::State state)
{
// 0 xor 0 is still 0, so Xorshift can't generate new numbers.
if (state.b64 == 0)
throw love::Exception("Invalid random state.");
rng_state = state;
}
uint64 RandomGenerator::rand()
{
rng_state ^= (rng_state << 13);
rng_state ^= (rng_state >> 7);
rng_state ^= (rng_state << 17);
return rng_state;
rng_state.b64 ^= (rng_state.b64 << 13);
rng_state.b64 ^= (rng_state.b64 >> 7);
rng_state.b64 ^= (rng_state.b64 << 17);
return rng_state.b64;
}
// BoxMuller transform
double RandomGenerator::randomnormal(double stddev)
double RandomGenerator::randomNormal(double stddev)
{
// use cached number if possible
if (last_randomnormal != std::numeric_limits<double>::infinity())
+49 -9
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@@ -22,6 +22,8 @@
#define LOVE_MATH_RANDOM_GENERATOR_H
// LOVE
#include "common/config.h"
#include "common/Exception.h"
#include "common/math.h"
#include "common/int.h"
#include "common/Object.h"
@@ -38,19 +40,57 @@ class RandomGenerator : public Object
{
public:
RandomGenerator();
union State
{
uint64 b64;
struct
{
uint32 a;
uint32 b;
} b32;
};
virtual ~RandomGenerator() {};
RandomGenerator();
virtual ~RandomGenerator() {}
/**
* Set pseudo random seed.
* Set pseudo-random state.
* It's up to the implementation how to use this.
*
* @param seed The random seed.
**/
inline void randomseed(uint64 seed)
void setState(State state);
/**
* Separately set the low and high parts of the pseudo-random state.
**/
inline void setState(uint32 low, uint32 high)
{
rng_state = seed;
State newstate;
#ifdef LOVE_BIG_ENDIAN
newstate.b32.a = high;
newstate.b32.b = low;
#else
newstate.b32.b = high;
newstate.b32.a = low;
#endif
setState(newstate);
}
inline State getState() const
{
return rng_state;
}
inline void getState(uint32 &low, uint32 &high) const
{
#ifdef LOVE_BIG_ENDIAN
high = rng_state.b32.a;
low = rng_state.b32.b;
#else
high = rng_state.b32.b;
low = rng_state.b32.a;
#endif
}
/**
@@ -96,11 +136,11 @@ public:
* @param stddev Standard deviation of the distribution.
* @return Normally distributed random number with mean 0 and variance (stddev)².
**/
double randomnormal(double stddev);
double randomNormal(double stddev);
private:
uint64 rng_state;
State rng_state;
double last_randomnormal;
}; // RandomGenerator
+39 -19
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@@ -32,44 +32,62 @@ namespace love
namespace math
{
int w_randomseed(lua_State *L)
int w_setRandomState(lua_State *L)
{
uint64 seed = luax_checkrandomseed(L, 1);
Math::instance.randomseed(seed);
try
{
Math::instance.setRandomState(luax_checkrandomstate(L, 1));
}
catch (love::Exception &e)
{
return luaL_error(L, "%s", e.what());
}
return 0;
}
int w_getRandomState(lua_State *L)
{
uint32 low = 0, high = 0;
Math::instance.getRandomState(low, high);
lua_pushnumber(L, (lua_Number) low);
lua_pushnumber(L, (lua_Number) high);
return 2;
}
int w_random(lua_State *L)
{
return luax_getrandom(L, 1, Math::instance.random());
}
int w_randomnormal(lua_State *L)
int w_randomNormal(lua_State *L)
{
double mean = 0.0, stddev = 1.0;
if (lua_gettop(L) > 1)
{
mean = luaL_checknumber(L, 1);
stddev = luaL_checknumber(L, 2);
}
else
{
stddev = luaL_optnumber(L, 1, 1.);
}
double stddev = luaL_optnumber(L, 1, 1.0);
double mean = luaL_optnumber(L, 2, 0.0);
double r = Math::instance.randomNormal(stddev);
double r = Math::instance.randomnormal(stddev);
lua_pushnumber(L, r + mean);
return 1;
}
int w_newRandomGenerator(lua_State *L)
{
RandomGenerator::State s;
if (lua_gettop(L) > 0)
s = luax_checkrandomstate(L, 1);
RandomGenerator *t = Math::instance.newRandomGenerator();
if (lua_gettop(L) > 0)
{
uint64 seed = luax_checkrandomseed(L, 1);
t->randomseed(seed);
try
{
t->setState(s);
}
catch (love::Exception &e)
{
t->release();
return luaL_error(L, "%s", e.what());
}
}
luax_newtype(L, "RandomGenerator", MATH_RANDOM_GENERATOR_T, (void *) t);
@@ -264,9 +282,10 @@ int w_noise(lua_State *L)
// List of functions to wrap.
static const luaL_Reg functions[] =
{
{ "randomseed", w_randomseed },
{ "setRandomState", w_setRandomState },
{ "getRandomState", w_getRandomState },
{ "random", w_random },
{ "randomnormal", w_randomnormal },
{ "randomNormal", w_randomNormal },
{ "newRandomGenerator", w_newRandomGenerator },
{ "newBezierCurve", w_newBezierCurve },
{ "triangulate", w_triangulate },
@@ -285,6 +304,7 @@ static const lua_CFunction types[] =
extern "C" int luaopen_love_math(lua_State *L)
{
Math::instance.retain();
WrappedModule w;
w.module = &Math::instance;
w.name = "math";
+3 -2
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@@ -30,9 +30,10 @@ namespace love
namespace math
{
int w_randomseed(lua_State *L);
int w_setRandomState(lua_State *L);
int w_getRandomState(lua_State *L);
int w_random(lua_State *L);
int w_randomnormal(lua_State *L);
int w_randomNormal(lua_State *L);
int w_newRandomGenerator(lua_State *L);
int w_newBezierCurve(lua_State *L);
int w_triangulate(lua_State *L);
+59 -24
View File
@@ -21,23 +21,47 @@
#include "wrap_RandomGenerator.h"
#include <cmath>
#include <algorithm>
namespace love
{
namespace math
{
uint64 luax_checkrandomseed(lua_State *L, int idx)
template <typename T>
static T checkrandomstate_part(lua_State *L, int idx)
{
union
double num = luaL_checknumber(L, idx);
double inf = std::numeric_limits<double>::infinity();
// Disallow conversions from infinity and NaN.
if (num == inf || num == -inf || num != num)
luaL_argerror(L, idx, "invalid random state");
return (T) num;
}
RandomGenerator::State luax_checkrandomstate(lua_State *L, int idx)
{
RandomGenerator::State s;
if (!lua_isnoneornil(L, idx + 1))
{
double seed_double;
uint64 seed_uint;
} s;
uint32 low = checkrandomstate_part<uint32>(L, idx);
uint32 high = checkrandomstate_part<uint32>(L, idx + 1);
s.seed_double = luaL_checknumber(L, idx);
#ifdef LOVE_BIG_ENDIAN
s.b32.a = high;
s.b32.b = low;
#else
s.b32.b = high;
s.b32.a = low;
#endif
}
else
s.b64 = checkrandomstate_part<uint64>(L, idx);
return s.seed_uint;
return s;
}
int luax_getrandom(lua_State *L, int startidx, double r)
@@ -71,45 +95,56 @@ RandomGenerator *luax_checkrandomgenerator(lua_State *L, int idx)
return luax_checktype<RandomGenerator>(L, idx, "RandomGenerator", MATH_RANDOM_GENERATOR_T);
}
int w_RandomGenerator_randomseed(lua_State *L)
int w_RandomGenerator_setState(lua_State *L)
{
RandomGenerator *rng = luax_checkrandomgenerator(L, 1);
uint64 seed = luax_checkrandomseed(L, 2);
rng->randomseed(seed);
try
{
rng->setState(luax_checkrandomstate(L, 2));
}
catch (love::Exception &e)
{
return luaL_error(L, "%s", e.what());
}
return 0;
}
int w_RandomGenerator_getState(lua_State *L)
{
RandomGenerator *rng = luax_checkrandomgenerator(L, 1);
uint32 low = 0, high = 0;
rng->getState(low, high);
lua_pushnumber(L, (lua_Number) low);
lua_pushnumber(L, (lua_Number) high);
return 2;
}
int w_RandomGenerator_random(lua_State *L)
{
RandomGenerator *rng = luax_checkrandomgenerator(L, 1);
return luax_getrandom(L, 2, rng->random());
}
int w_RandomGenerator_randomnormal(lua_State *L)
int w_RandomGenerator_randomNormal(lua_State *L)
{
RandomGenerator *rng = luax_checkrandomgenerator(L, 1);
double mean = 0.0, stddev = 1.0;
if (lua_gettop(L) > 2)
{
mean = luaL_checknumber(L, 2);
stddev = luaL_checknumber(L, 3);
}
else
{
stddev = luaL_optnumber(L, 2, 1.0);
}
double stddev = luaL_optnumber(L, 2, 1.0);
double mean = luaL_optnumber(L, 3, 0.0);
double r = rng->randomNormal(stddev);
double r = rng->randomnormal(stddev);
lua_pushnumber(L, r + mean);
return 1;
}
static const luaL_Reg functions[] =
{
{ "randomseed", w_RandomGenerator_randomseed },
{ "setState", w_RandomGenerator_setState },
{ "getState", w_RandomGenerator_getState },
{ "random", w_RandomGenerator_random },
{ "randomnormal", w_RandomGenerator_randomnormal },
{ "randomNormal", w_RandomGenerator_randomNormal },
{ 0, 0 }
};
+4 -3
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@@ -32,13 +32,14 @@ namespace math
{
// Helper functions.
uint64 luax_checkrandomseed(lua_State *L, int idx);
RandomGenerator::State luax_checkrandomstate(lua_State *L, int idx);
int luax_getrandom(lua_State *L, int startidx, double r);
RandomGenerator *luax_checkrandomgenerator(lua_State *L, int idx);
int w_RandomGenerator_randomseed(lua_State *L);
int w_RandomGenerator_setState(lua_State *L);
int w_RandomGenerator_getState(lua_State *L);
int w_RandomGenerator_random(lua_State *L);
int w_RandomGenerator_randomnormal(lua_State *L);
int w_RandomGenerator_randomNormal(lua_State *L);
extern "C" int luaopen_randomgenerator(lua_State *L);
} // math