dust3d/third_party/libigl/include/igl/random_dir.cpp

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// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2013 Alec Jacobson <alecjacobson@gmail.com>
//
// This Source Code Form is subject to the terms of the Mozilla Public License
// v. 2.0. If a copy of the MPL was not distributed with this file, You can
// obtain one at http://mozilla.org/MPL/2.0/.
#include "random_dir.h"
#include <igl/PI.h>
#include <cmath>
IGL_INLINE Eigen::Vector3d igl::random_dir()
{
using namespace Eigen;
double z = (double)rand() / (double)RAND_MAX*2.0 - 1.0;
double t = (double)rand() / (double)RAND_MAX*2.0*PI;
// http://www.altdevblogaday.com/2012/05/03/generating-uniformly-distributed-points-on-sphere/
double r = sqrt(1.0-z*z);
double x = r * cos(t);
double y = r * sin(t);
return Vector3d(x,y,z);
}
IGL_INLINE Eigen::MatrixXd igl::random_dir_stratified(const int n)
{
using namespace Eigen;
using namespace std;
const double m = std::floor(sqrt(double(n)));
MatrixXd N(n,3);
int row = 0;
for(int i = 0;i<m;i++)
{
const double x = double(i)*1./m;
for(int j = 0;j<m;j++)
{
const double y = double(j)*1./m;
double z = (x+(1./m)*(double)rand() / (double)RAND_MAX)*2.0 - 1.0;
double t = (y+(1./m)*(double)rand() / (double)RAND_MAX)*2.0*PI;
double r = sqrt(1.0-z*z);
N(row,0) = r * cos(t);
N(row,1) = r * sin(t);
N(row,2) = z;
row++;
}
}
// Finish off with uniform random directions
for(;row<n;row++)
{
N.row(row) = random_dir();
}
return N;
}