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+/* randist/sphere.c
+ *
+ * Copyright (C) 1996, 1997, 1998, 1999, 2000, 2004 James Theiler, Brian Gough
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or (at
+ * your option) any later version.
+ *
+ * This program 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
+ * General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#include <config.h>
+#include <math.h>
+#include <gsl/gsl_rng.h>
+#include <gsl/gsl_randist.h>
+
+void
+gsl_ran_dir_2d (const gsl_rng * r, double *x, double *y)
+{
+ /* This method avoids trig, but it does take an average of 8/pi =
+ * 2.55 calls to the RNG, instead of one for the direct
+ * trigonometric method. */
+
+ double u, v, s;
+ do
+ {
+ u = -1 + 2 * gsl_rng_uniform (r);
+ v = -1 + 2 * gsl_rng_uniform (r);
+ s = u * u + v * v;
+ }
+ while (s > 1.0 || s == 0.0);
+
+ /* This is the Von Neumann trick. See Knuth, v2, 3rd ed, p140
+ * (exercise 23). Note, no sin, cos, or sqrt ! */
+
+ *x = (u * u - v * v) / s;
+ *y = 2 * u * v / s;
+
+ /* Here is the more straightforward approach,
+ * s = sqrt (s); *x = u / s; *y = v / s;
+ * It has fewer total operations, but one of them is a sqrt */
+}
+
+void
+gsl_ran_dir_2d_trig_method (const gsl_rng * r, double *x, double *y)
+{
+ /* This is the obvious solution... */
+ /* It ain't clever, but since sin/cos are often hardware accelerated,
+ * it can be faster -- it is on my home Pentium -- than von Neumann's
+ * solution, or slower -- as it is on my Sun Sparc 20 at work
+ */
+ double t = 6.2831853071795864 * gsl_rng_uniform (r); /* 2*PI */
+ *x = cos (t);
+ *y = sin (t);
+}
+
+void
+gsl_ran_dir_3d (const gsl_rng * r, double *x, double *y, double *z)
+{
+ double s, a;
+
+ /* This is a variant of the algorithm for computing a random point
+ * on the unit sphere; the algorithm is suggested in Knuth, v2,
+ * 3rd ed, p136; and attributed to Robert E Knop, CACM, 13 (1970),
+ * 326.
+ */
+
+ /* Begin with the polar method for getting x,y inside a unit circle
+ */
+ do
+ {
+ *x = -1 + 2 * gsl_rng_uniform (r);
+ *y = -1 + 2 * gsl_rng_uniform (r);
+ s = (*x) * (*x) + (*y) * (*y);
+ }
+ while (s > 1.0);
+
+ *z = -1 + 2 * s; /* z uniformly distributed from -1 to 1 */
+ a = 2 * sqrt (1 - s); /* factor to adjust x,y so that x^2+y^2
+ * is equal to 1-z^2 */
+ *x *= a;
+ *y *= a;
+}
+
+void
+gsl_ran_dir_nd (const gsl_rng * r, size_t n, double *x)
+{
+ double d;
+ size_t i;
+ /* See Knuth, v2, 3rd ed, p135-136. The method is attributed to
+ * G. W. Brown, in Modern Mathematics for the Engineer (1956).
+ * The idea is that gaussians G(x) have the property that
+ * G(x)G(y)G(z)G(...) is radially symmetric, a function only
+ * r = sqrt(x^2+y^2+...)
+ */
+ d = 0;
+ do
+ {
+ for (i = 0; i < n; ++i)
+ {
+ x[i] = gsl_ran_gaussian (r, 1.0);
+ d += x[i] * x[i];
+ }
+ }
+ while (d == 0);
+ d = sqrt (d);
+ for (i = 0; i < n; ++i)
+ {
+ x[i] /= d;
+ }
+}