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Small improvements.
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@ -1,7 +1,5 @@
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#include "wave_form_collapse.h"
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#include <limits>
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// Normalize a vector so the sum of its elements is equal to 1.0f
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void WaveFormCollapse::normalize(Vector<double> &v) {
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double sum_weights = 0.0;
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@ -31,10 +29,10 @@ Vector<double> WaveFormCollapse::get_plogp(const Vector<double> &distribution) {
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// Return min(v) / 2.
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double WaveFormCollapse::get_min_abs_half(const Vector<double> &v) {
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double min_abs_half = std::numeric_limits<double>::infinity();
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double min_abs_half = Math_INF;
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for (int i = 0; i < v.size(); i++) {
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min_abs_half = std::min(min_abs_half, std::abs(v[i] / 2.0));
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min_abs_half = MIN(min_abs_half, ABS(v[i] / 2.0));
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}
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return min_abs_half;
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@ -175,7 +173,8 @@ int WaveFormCollapse::wave_get_min_entropy() const {
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RandomPCG pcg;
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// The minimum entropy (plus a small noise)
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double min = std::numeric_limits<double>::infinity();
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double min = Math_INF;
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int argmin = -1;
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for (uint32_t i = 0; i < wave_size; i++) {
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