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Initial source commit
Initial source commit
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386
Source/Ember/Isaac.h
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386
Source/Ember/Isaac.h
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#pragma once
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#include "EmberDefines.h"
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/// <summary>
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/// C++ TEMPLATE VERSION OF Robert J. Jenkins Jr.'s
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/// ISAAC Random Number Generator.
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///
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/// Ported from vanilla C to to template C++ class
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/// by Quinn Tyler Jackson on 16-23 July 1998.
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///
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/// quinn@qtj.net
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///
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/// The function for the expected period of this
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/// random number generator, according to Jenkins is:
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///
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/// f(a,b) = 2**((a+b*(3+2^^a)-1)
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///
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/// (where a is ALPHA and b is bitwidth)
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///
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/// So, for a bitwidth of 32 and an ALPHA of 8,
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/// the expected period of ISAAC is:
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///
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/// 2^^(8+32*(3+2^^8)-1) = 2^^8295
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///
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/// Jackson has been able to run implementations
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/// with an ALPHA as high as 16, or
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///
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/// 2^^2097263
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///
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/// -Modified by Matt Feemster to eliminate needless dynamic memory allocation and virtual functions and bring inline with Ember coding style.
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/// </summary>
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#ifndef __ISAAC64
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typedef unsigned long int ISAAC_INT;
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const ISAAC_INT GOLDEN_RATIO = ISAAC_INT(0x9e3779b9);
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#else
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typedef unsigned __int64 ISAAC_INT;
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const ISAAC_INT GOLDEN_RATIO = ISAAC_INT(0x9e3779b97f4a7c13);
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#endif
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namespace EmberNs
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{
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/// <summary>
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/// QTIsaac class which allows using ISAAC in an OOP manner.
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/// </summary>
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template <int ALPHA = 4, class T = ISAAC_INT>
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class EMBER_API QTIsaac
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{
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public:
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typedef unsigned char byte;
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enum { N = (1 << ALPHA) };
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/// <summary>
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/// Global ISAAC RNG to be used from anywhere. This is not thread safe, so take caution to only
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/// use it when no other threads are.
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/// </summary>
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static auto_ptr<QTIsaac<ALPHA, ISAAC_INT>> GlobalRand;
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/// <summary>
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/// The structure which holds all of the random information.
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/// </summary>
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struct EMBER_API randctx
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{
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T randcnt;
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T randrsl[N];
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T randmem[N];
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T randa;
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T randb;
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T randc;
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};
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/// <summary>
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/// Constructor which initialized the random context using the values passed in.
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/// Leaving these as their defaults is fine, and will still give different
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/// results because time is internally used if they are default.
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/// However, specifying specific values is useful if you want to duplicate
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/// a sequence of random numbers.
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/// </summary>
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/// <param name="a">First random seed. Default: 0.</param>
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/// <param name="b">Second random seed. Default: 0.</param>
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/// <param name="c">Third random seed. Default: 0.</param>
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/// <param name="s">Pointer to a buffer of 256 random integer seeds. Default: NULL.</param>
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QTIsaac(T a = 0, T b = 0, T c = 0, T* s = NULL)
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{
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Srand(a, b, c, s);
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}
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/// <summary>
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/// Return the next random integer.
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/// </summary>
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/// <returns>The next random integer</returns>
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inline T Rand()
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{
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return (m_Rc.randcnt++ == N ? (Isaac(&m_Rc), m_Rc.randcnt=0, m_Rc.randrsl[m_Rc.randcnt]) : m_Rc.randrsl[m_Rc.randcnt]);
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}
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/// <summary>
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/// Return the next random integer between 0 and the value passed in.
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/// </summary>
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/// <returns>A value one greater than the maximum value that will be returned</returns>
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inline T Rand(T upper)
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{
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return (upper == 0) ? Rand() : Rand() % upper;
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}
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/// <summary>
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/// Returns a random floating point value between the specified minimum and maximum.
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/// Template argument expected to be float or double.
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/// </summary>
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/// <param name="fMin">The minimum value allowed, inclusive.</param>
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/// <param name="fMax">The maximum value allowed, inclusive.</param>
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/// <returns>A new random floating point value within the specified range, inclusive.</returns>
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template<typename floatType>
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inline floatType Frand(floatType fMin, floatType fMax)
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{
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floatType f = (floatType)Rand() / (floatType)std::numeric_limits<T>::max();
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return fMin + (f * (fMax - fMin));
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}
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/// <summary>
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/// Thin wrapper around a call to Frand() with a range of 0-1.
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/// Template argument expected to be float or double.
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/// </summary>
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/// <returns>A new random number in the range of 0-1, inclusive.</returns>
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template<typename floatType>
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inline floatType Frand01()
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{
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return Frand<floatType>(floatType(0), floatType(1));
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}
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/// <summary>
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/// Thin wrapper around a call to Frand() with a range of -1-1.
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/// Template argument expected to be float or double.
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/// </summary>
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/// <returns>A new random number in the range of -1-1, inclusive.</returns>
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template<typename floatType>
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inline floatType Frand11()
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{
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return Frand<floatType>(floatType(-1), floatType(1));
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}
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/// <summary>
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/// Not sure what this does.
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/// </summary>
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/// <returns>Something that is golden</returns>
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template<typename floatType>
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inline floatType GoldenBit()
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{
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return RandBit() ? floatType(0.38196) : floatType(0.61804);
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}
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/// <summary>
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/// Returns a random 0 or 1.
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/// </summary>
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/// <returns>A random 0 or 1</returns>
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inline unsigned int RandBit()
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{
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return Rand() & 1;
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}
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/// <summary>
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/// A different way of getting a floating point rand in the range -1-1.
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/// Flam3 used this but it seems unnecessary now, keep around if it's ever needed.
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/// </summary>
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/// <returns>A new random number in the range of -1-1, inclusive.</returns>
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//double drand11()
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//{
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// return (((int)Rand() & 0xfffffff) - 0x7ffffff) / (double) 0x7ffffff;
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//}
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/// <summary>
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/// Initializes a random context.
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/// Unsure exacly how this works, but it does.
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/// </summary>
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/// <param name="ctx">The random context to initialize</param>
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/// <param name="useSeed">Whether to use the seeds passed in to the constructor, else zero.</param>
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void RandInit(randctx* ctx, bool useSeed)
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{
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int i;
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T a, b, c, d, e, f, g, h;
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T* m = ctx->randmem;
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T* r = ctx->randrsl;
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a = b = c = d = e = f = g = h = GOLDEN_RATIO;
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if (!useSeed)
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{
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ctx->randa = 0;
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ctx->randb = 0;
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ctx->randc = 0;
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}
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//Scramble it.
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for (i = 0; i < 4; ++i)
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{
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Shuffle(a, b, c, d, e, f, g, h);
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}
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if (useSeed)
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{
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//Initialize using the contents of r[] as the seed.
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for (i = 0; i < N; i += 8)
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{
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a += r[i ]; b += r[i + 1]; c += r[i + 2]; d += r[i + 3];
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e += r[i + 4]; f += r[i + 5]; g += r[i + 6]; h += r[i + 7];
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Shuffle(a, b, c, d, e, f, g, h);
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m[i ] = a; m[i + 1] = b; m[i + 2] = c; m[i + 3] = d;
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m[i + 4] = e; m[i + 5] = f; m[i + 6] = g; m[i + 7] = h;
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}
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//Do a second pass to make all of the seed affect all of m.
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for (i = 0; i < N; i += 8)
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{
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a += m[i ]; b += m[i + 1]; c += m[i + 2]; d += m[i + 3];
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e += m[i + 4]; f += m[i + 5]; g += m[i + 6]; h += m[i + 7];
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Shuffle(a, b, c, d, e, f, g, h);
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m[i ] = a; m[i + 1] = b; m[i + 2] = c; m[i + 3] = d;
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m[i + 4] = e; m[i + 5] = f; m[i + 6] = g; m[i + 7] = h;
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}
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}
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else
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{
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//Fill in mm[] with messy stuff.
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Shuffle(a, b, c, d, e, f, g, h);
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m[i ] = a; m[i + 1] = b; m[i + 2] = c; m[i + 3] = d;
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m[i + 4] = e; m[i + 5] = f; m[i + 6] = g; m[i + 7] = h;
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}
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Isaac(ctx); //Fill in the first set of results.
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ctx->randcnt = 0;//Prepare to use the first set of results.
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}
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/// <summary>
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/// Initialize the seeds of the member random context using the specified seeds.
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/// If s is null, time plus index up to 256 is used for the random buffer.
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/// </summary>
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/// <param name="a">First random seed. Default: 0.</param>
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/// <param name="b">Second random seed. Default: 0.</param>
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/// <param name="c">Third random seed. Default: 0.</param>
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/// <param name="s">Pointer to a buffer of 256 random integer seeds. Default: NULL.</param>
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void Srand(T a = 0, T b = 0, T c = 0, T* s = NULL)
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{
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if (s == NULL)//Default to using time plus index as the seed if s was NULL.
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{
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for (int i = 0; i < N; i++)
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m_Rc.randrsl[i] = (T)time(0) + i;
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}
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else
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{
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for (int i = 0; i < N; i++)
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m_Rc.randrsl[i] = s[i];
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}
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if (a == 0 && b == 0 && c == 0)
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{
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m_Rc.randa = (T)time(0);
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m_Rc.randb = (T)time(0) * (T)time(0);
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m_Rc.randc = (T)time(0) * (T)time(0) * (T)time(0);
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}
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else
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{
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m_Rc.randa = a;
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m_Rc.randb = b;
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m_Rc.randc = c;
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}
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RandInit(&m_Rc, true);
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}
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protected:
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/// <summary>
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/// Compute the next batch of random numbers for a random context.
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/// </summary>
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/// <param name="ctx">The context to populate.</param>
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void Isaac(randctx* ctx)
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{
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T x,y;
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T* mm = ctx->randmem;
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T* r = ctx->randrsl;
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T a = (ctx->randa);
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T b = (ctx->randb + (++ctx->randc));
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T* m = mm;
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T* m2 = (m + (N / 2));
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T* mend = m2;
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for(; m < mend; )
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{
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#ifndef __ISAAC64
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RngStep((a << 13), a, b, mm, m, m2, r, x, y);
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RngStep((a >> 6) , a, b, mm, m, m2, r, x, y);
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RngStep((a << 2) , a, b, mm, m, m2, r, x, y);
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RngStep((a >> 16), a, b, mm, m, m2, r, x, y);
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#else // __ISAAC64
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RngStep(~(a ^ (a << 21)), a, b, mm, m, m2, r, x, y);
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RngStep( a ^ (a >> 5) , a, b, mm, m, m2, r, x, y);
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RngStep( a ^ (a << 12) , a, b, mm, m, m2, r, x, y);
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RngStep( a ^ (a >> 33) , a, b, mm, m, m2, r, x, y);
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#endif // __ISAAC64
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}
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m2 = mm;
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for(; m2<mend;)
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{
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#ifndef __ISAAC64
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RngStep((a << 13), a, b, mm, m, m2, r, x, y);
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RngStep((a >> 6) , a, b, mm, m, m2, r, x, y);
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RngStep((a << 2) , a, b, mm, m, m2, r, x, y);
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RngStep((a >> 16), a, b, mm, m, m2, r, x, y);
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#else // __ISAAC64
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RngStep(~(a ^ (a << 21)), a, b, mm, m, m2, r, x, y);
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RngStep( a ^ (a >> 5) , a, b, mm, m, m2, r, x, y);
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RngStep( a ^ (a << 12) , a, b, mm, m, m2, r, x, y);
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RngStep( a ^ (a >> 33) , a, b, mm, m, m2, r, x, y);
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#endif // __ISAAC64
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}
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ctx->randb = b;
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ctx->randa = a;
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}
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/// <summary>
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/// Retrieves a value using indirection.
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/// </summary>
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/// <param name="mm">The buffer.</param>
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/// <param name="x">The offset.</param>
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/// <returns>A new value</returns>
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inline T Ind(T* mm, T x)
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{
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#ifndef __ISAAC64
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return (*(T*)((byte*)(mm) + ((x) & ((N - 1) << 2))));
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#else // __ISAAC64
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return (*(T*)((byte*)(mm) + ((x) & ((N - 1) << 3))));
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#endif // __ISAAC64
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}
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/// <summary>
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/// Unsure what this does.
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/// </summary>
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void RngStep(T mix, T& a, T& b, T*& mm, T*& m, T*& m2, T*& r, T& x, T& y)
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{
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x = *m;
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a = (a ^ (mix)) + *(m2++);
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*(m++) = y = Ind(mm, x) + a + b;
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*(r++) = b = Ind(mm, y >> ALPHA) + x;
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}
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/// <summary>
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/// Unsure what this does.
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/// </summary>
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void Shuffle(T& a, T& b, T& c, T& d, T& e, T& f, T& g, T& h)
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{
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#ifndef __ISAAC64
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a ^= b << 11; d += a; b += c;
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b ^= c >> 2; e += b; c += d;
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c ^= d << 8; f += c; d += e;
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d ^= e >> 16; g += d; e += f;
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e ^= f << 10; h += e; f += g;
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f ^= g >> 4; a += f; g += h;
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g ^= h << 8; b += g; h += a;
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h ^= a >> 9; c += h; a += b;
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#else // __ISAAC64
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a -= e; f ^= h >> 9; h += a;
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b -= f; g ^= a << 9; a += b;
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c -= g; h ^= b >> 23; b += c;
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d -= h; a ^= c << 15; c += d;
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e -= a; b ^= d >> 14; d += e;
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f -= b; c ^= e << 20; e += f;
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g -= c; d ^= f >> 17; f += g;
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h -= d; e ^= g << 14; g += h;
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#endif // __ISAAC64
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}
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private:
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randctx m_Rc;//The random context which holds all of the seed and state information as well as the random number values.
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};
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}
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