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Diffstat (limited to 'gsl-1.9/randist/sphere.c')
-rw-r--r-- | gsl-1.9/randist/sphere.c | 119 |
1 files changed, 119 insertions, 0 deletions
diff --git a/gsl-1.9/randist/sphere.c b/gsl-1.9/randist/sphere.c new file mode 100644 index 0000000..f60c3e4 --- /dev/null +++ b/gsl-1.9/randist/sphere.c @@ -0,0 +1,119 @@ +/* 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; + } +} |