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3rdparty/boost_1_81_0/libs/random/example/intersections.cpp 2.17 KB
73ef4ff3   Hu Chunming   提交三方库
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  // intersections.cpp
  //
  // Copyright (c) 2018
  // Justinas V. Daugmaudis
  //
  // Distributed under the Boost Software License, Version 1.0. (See
  // accompanying file LICENSE_1_0.txt or copy at
  // http://www.boost.org/LICENSE_1_0.txt)
  
  //[intersections
  /*`
      For the source of this example see
      [@boost://libs/random/example/intersections.cpp intersections.cpp].
  
      This example demonstrates generating quasi-randomly distributed chord
      entry and exit points on an S[sup 2] sphere.
  
      First we include the headers we need for __niederreiter_base2
      and __uniform_01 distribution.
   */
  
  #include <boost/random/niederreiter_base2.hpp>
  #include <boost/random/uniform_01.hpp>
  
  #include <boost/math/constants/constants.hpp>
  
  #include <boost/tuple/tuple.hpp>
  
  /*`
    We use 4-dimensional __niederreiter_base2 as a source of randomness.
   */
  boost::random::niederreiter_base2 gen(4);
  
  
  int main()
  {
    typedef boost::tuple<double, double, double> point_t;
  
    const std::size_t n_points = 100; // we will generate 100 points
  
    std::vector<point_t> points;
    points.reserve(n_points);
  
    /*<< __niederreiter_base2 produces integers in the range [0, 2[sup 64]-1].
    However, we want numbers in the range [0, 1). The distribution
    __uniform_01 performs this transformation.
    >>*/
    boost::random::uniform_01<double> dist;
  
    for (std::size_t i = 0; i != n_points; ++i)
    {
      /*`
        Using formula from J. Rovira et al., "Point sampling with uniformly distributed lines", 2005
        to compute uniformly distributed chord entry and exit points on the surface of a sphere.
      */
      double cos_theta = 1 - 2 * dist(gen);
      double sin_theta = std::sqrt(1 - cos_theta * cos_theta);
      double phi = boost::math::constants::two_pi<double>() * dist(gen);
      double sin_phi = std::sin(phi), cos_phi = std::cos(phi);
  
      point_t point_on_sphere(sin_theta*sin_phi, cos_theta, sin_theta*cos_phi);
  
      /*`
        Here we assume that our sphere is a unit sphere at origin. If your sphere was
        different then now would be the time to scale and translate the `point_on_sphere`.
      */
  
      points.push_back(point_on_sphere);
    }
  
    /*`
      Vector `points` now holds generated 3D points on a sphere.
    */
  
    return 0;
  }
  
  //]