/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /*************************************************************************** * random.cc * * Wed Mar 23 19:17:24 CET 2016 * Copyright 2016 André Nusser * andre.nusser@googlemail.com ****************************************************************************/ /* * This file is part of DrumGizmo. * * DrumGizmo is free software; you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation; either version 3 of the License, or * (at your option) any later version. * * DrumGizmo is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with DrumGizmo; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA. */ #include "random.h" #include #include #include Random::Random() : Random(std::chrono::system_clock::now().time_since_epoch().count()) { } Random::Random(unsigned int seed) { setSeed(seed); } void Random::setSeed(unsigned int seed) { generator.seed(seed); } int Random::intInRange(int lower_bound, int upper_bound) { auto generate = [this]() { return (int)generator() - generator.min(); }; const int in_range = generator.max() - generator.min(); const int out_range = upper_bound - lower_bound; int rand; // scale in_range DOWN to out_range. // (see: http://www.azillionmonkeys.com/qed/random.html) if (in_range > out_range) { const int rand_inv_range = in_range / (out_range + 1); do { rand = generate(); } while (rand >= (out_range + 1) * rand_inv_range); rand = lower_bound + rand/rand_inv_range; } // scale in_range UP to out_range. // (see: http://stackoverflow.com/a/30738381) else if (in_range < out_range) { int scale = out_range / (in_range + 1); do { rand = generate() + intInRange(0, scale) * (in_range + 1); } while (rand < lower_bound && rand > upper_bound); rand = lower_bound + rand; } // naive case else { rand = lower_bound + generate(); } return rand; } float Random::floatInRange(float lower_bound, float upper_bound) { return generateFloat() * (upper_bound - lower_bound) + lower_bound; } // For details regarding the algorithm see: // https://en.wikipedia.org/wiki/Marsaglia_polar_method float Random::normalDistribution(float mean, float stddev) { float u, v, s; do { u = 2.0*generateFloat() - 1.0; v = 2.0*generateFloat() - 1.0; s = (u * u) + (v * v); } while (s > 1.0 || s == 0.0); s = std::sqrt(-2*std::log(s) / s); return stddev * (v * s) + mean; } float Random::generateFloat() { return std::generate_canonical::digits, decltype(generator)>(generator); }