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

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// This file is part of libigl, a simple c++ geometry processing library.
//
// Copyright (C) 2015 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_quaternion.h"
#include "PI.h"
template <typename Scalar>
IGL_INLINE Eigen::Quaternion<Scalar> igl::random_quaternion()
{
const auto & unit_rand = []()->Scalar
{
return ((Scalar)rand() / (Scalar)RAND_MAX);
};
#ifdef false
// http://mathproofs.blogspot.com/2005/05/uniformly-distributed-random-unit.html
const Scalar t0 = 2.*igl::PI*unit_rand();
const Scalar t1 = acos(1.-2.*unit_rand());
const Scalar t2 = 0.5*(igl::PI*unit_rand() + acos(unit_rand()));
return Eigen::Quaternion<Scalar>(
1.*sin(t0)*sin(t1)*sin(t2),
1.*cos(t0)*sin(t1)*sin(t2),
1.*cos(t1)*sin(t2),
1.*cos(t2));
#elif false
// "Uniform Random Rotations" [Shoemake 1992] method 1
const auto & uurand = [&unit_rand]()->Scalar
{
return unit_rand()*2.-1.;
};
Scalar x = uurand();
Scalar y = uurand();
Scalar z = uurand();
Scalar w = uurand();
const auto & hype = [&uurand](Scalar & x, Scalar & y)->Scalar
{
Scalar s1;
while((s1 = x*x + y*y) > 1.0)
{
x = uurand();
y = uurand();
}
return s1;
};
Scalar s1 = hype(x,y);
Scalar s2 = hype(z,w);
Scalar num1 = -2.*log(s1);
Scalar num2 = -2.*log(s2);
Scalar r = num1 + num2;
Scalar root1 = sqrt((num1/s1)/r);
Scalar root2 = sqrt((num2/s2)/r);
return Eigen::Quaternion<Scalar>(
x*root1,
y*root1,
z*root2,
w*root2);
#else
// Shoemake method 2
const Scalar x0 = unit_rand();
const Scalar x1 = unit_rand();
const Scalar x2 = unit_rand();
const Scalar r1 = sqrt(1.0 - x0);
const Scalar r2 = sqrt(x0);
const Scalar t1 = 2.*igl::PI*x1;
const Scalar t2 = 2.*igl::PI*x2;
const Scalar c1 = cos(t1);
const Scalar s1 = sin(t1);
const Scalar c2 = cos(t2);
const Scalar s2 = sin(t2);
return Eigen::Quaternion<Scalar>(
s1*r1,
c1*r1,
s2*r2,
c2*r2);
#endif
}
#ifdef IGL_STATIC_LIBRARY
// Explicit template instantiation
template Eigen::Quaternion<double, 0> igl::random_quaternion<double>();
#endif