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/* randist/sphere.c
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*
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* Copyright (C) 1996, 1997, 1998, 1999, 2000, 2004, 2007 James Theiler, Brian Gough
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 3 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include <config.h>
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#include <math.h>
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#include <gsl/gsl_rng.h>
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#include <gsl/gsl_randist.h>
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void
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gsl_ran_dir_2d (const gsl_rng * r, double *x, double *y)
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{
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/* This method avoids trig, but it does take an average of 8/pi =
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* 2.55 calls to the RNG, instead of one for the direct
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* trigonometric method. */
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double u, v, s;
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do
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{
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u = -1 + 2 * gsl_rng_uniform (r);
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v = -1 + 2 * gsl_rng_uniform (r);
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s = u * u + v * v;
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}
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while (s > 1.0 || s == 0.0);
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/* This is the Von Neumann trick. See Knuth, v2, 3rd ed, p140
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* (exercise 23). Note, no sin, cos, or sqrt ! */
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*x = (u * u - v * v) / s;
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*y = 2 * u * v / s;
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/* Here is the more straightforward approach,
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* s = sqrt (s); *x = u / s; *y = v / s;
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* It has fewer total operations, but one of them is a sqrt */
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}
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void
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gsl_ran_dir_2d_trig_method (const gsl_rng * r, double *x, double *y)
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{
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/* This is the obvious solution... */
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/* It ain't clever, but since sin/cos are often hardware accelerated,
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* it can be faster -- it is on my home Pentium -- than von Neumann's
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* solution, or slower -- as it is on my Sun Sparc 20 at work
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*/
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double t = 6.2831853071795864 * gsl_rng_uniform (r); /* 2*PI */
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*x = cos (t);
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*y = sin (t);
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}
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void
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gsl_ran_dir_3d (const gsl_rng * r, double *x, double *y, double *z)
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{
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double s, a;
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/* This is a variant of the algorithm for computing a random point
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* on the unit sphere; the algorithm is suggested in Knuth, v2,
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* 3rd ed, p136; and attributed to Robert E Knop, CACM, 13 (1970),
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* 326.
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*/
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/* Begin with the polar method for getting x,y inside a unit circle
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*/
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do
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{
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*x = -1 + 2 * gsl_rng_uniform (r);
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*y = -1 + 2 * gsl_rng_uniform (r);
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s = (*x) * (*x) + (*y) * (*y);
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}
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while (s > 1.0);
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*z = -1 + 2 * s; /* z uniformly distributed from -1 to 1 */
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a = 2 * sqrt (1 - s); /* factor to adjust x,y so that x^2+y^2
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* is equal to 1-z^2 */
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*x *= a;
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*y *= a;
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}
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void
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gsl_ran_dir_nd (const gsl_rng * r, size_t n, double *x)
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{
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double d;
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size_t i;
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/* See Knuth, v2, 3rd ed, p135-136. The method is attributed to
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* G. W. Brown, in Modern Mathematics for the Engineer (1956).
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* The idea is that gaussians G(x) have the property that
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* G(x)G(y)G(z)G(...) is radially symmetric, a function only
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* r = sqrt(x^2+y^2+...)
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*/
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d = 0;
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do
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{
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for (i = 0; i < n; ++i)
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{
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x[i] = gsl_ran_gaussian (r, 1.0);
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d += x[i] * x[i];
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}
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}
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while (d == 0);
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d = sqrt (d);
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for (i = 0; i < n; ++i)
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{
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x[i] /= d;
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}
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}
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