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/*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.apache.commons.rng.sampling.shape;
import org.apache.commons.rng.UniformRandomProvider;
import org.apache.commons.rng.sampling.SharedStateObjectSampler;
/**
* Generate points
* uniformly distributed within a triangle.
*
*
* -
* Uses the algorithm described in:
*
* Turk, G. Generating random points in triangles. Glassner, A. S. (ed) (1990).
* Graphic Gems Academic Press, pp. 24-28.
*
*
*
*
* Sampling uses:
*
*
* - {@link UniformRandomProvider#nextDouble()}
*
*
* @since 1.4
*/
public abstract class TriangleSampler implements SharedStateObjectSampler {
/** The dimension for 2D sampling. */
private static final int TWO_D = 2;
/** The dimension for 3D sampling. */
private static final int THREE_D = 3;
/** The source of randomness. */
private final UniformRandomProvider rng;
// The following code defines a plane as the set of all points r:
// r = r0 + sv + tw
// where s and t range over all real numbers, v and w are given linearly independent
// vectors defining the plane, and r0 is an arbitrary (but fixed) point in the plane.
//
// Sampling from a triangle (a,b,c) is performed when:
// s and t are in [0, 1] and s+t <= 1;
// r0 is one triangle vertex (a);
// and v (b-a) and w (c-a) are vectors from the other two vertices to r0.
//
// For robustness with large value coordinates the point r is computed without
// the requirement to compute v and w which can overflow:
//
// a + s(b-a) + t(c-a) == a + sb - sa + tc - ta
// == a(1 - s - t) + sb + tc
//
// Assuming the uniform deviates are from the 2^53 dyadic rationals in [0, 1) if s+t <= 1
// then 1 - (s+t) is exact. Sampling is then done using:
//
// if (s + t <= 1):
// p = a(1 - (s + t)) + sb + tc
// else:
// p = a(1 - (1 - s) - (1 - t)) + (1 - s)b + (1 - t)c
// p = a(s - 1 + t) + (1 - s)b + (1 - t)c
//
// Note do not simplify (1 - (1 - s) - (1 - t)) to (s + t - 1) as s+t > 1 and has potential
// loss of a single bit of randomness due to rounding. An exact sum is s - 1 + t.
/**
* Sample uniformly from a triangle in 2D. This is an non-array based specialisation of
* {@link TriangleSamplerND} for performance.
*/
private static class TriangleSampler2D extends TriangleSampler {
/** The x component of vertex a. */
private final double ax;
/** The y component of vertex a. */
private final double ay;
/** The x component of vertex b. */
private final double bx;
/** The y component of vertex b. */
private final double by;
/** The x component of vertex c. */
private final double cx;
/** The y component of vertex c. */
private final double cy;
/**
* @param rng Source of randomness.
* @param a The first vertex.
* @param b The second vertex.
* @param c The third vertex.
*/
TriangleSampler2D(UniformRandomProvider rng, double[] a, double[] b, double[] c) {
super(rng);
ax = a[0];
ay = a[1];
bx = b[0];
by = b[1];
cx = c[0];
cy = c[1];
}
/**
* @param rng Generator of uniformly distributed random numbers
* @param source Source to copy.
*/
TriangleSampler2D(UniformRandomProvider rng, TriangleSampler2D source) {
super(rng);
ax = source.ax;
ay = source.ay;
bx = source.bx;
by = source.by;
cx = source.cx;
cy = source.cy;
}
@Override
public double[] createSample(double p1msmt, double s, double t) {
return new double[] {p1msmt * ax + s * bx + t * cx,
p1msmt * ay + s * by + t * cy};
}
@Override
public TriangleSampler withUniformRandomProvider(UniformRandomProvider rng) {
return new TriangleSampler2D(rng, this);
}
}
/**
* Sample uniformly from a triangle in 3D. This is an non-array based specialisation of
* {@link TriangleSamplerND} for performance.
*/
private static class TriangleSampler3D extends TriangleSampler {
/** The x component of vertex a. */
private final double ax;
/** The y component of vertex a. */
private final double ay;
/** The z component of vertex a. */
private final double az;
/** The x component of vertex b. */
private final double bx;
/** The y component of vertex b. */
private final double by;
/** The z component of vertex b. */
private final double bz;
/** The x component of vertex c. */
private final double cx;
/** The y component of vertex c. */
private final double cy;
/** The z component of vertex c. */
private final double cz;
/**
* @param rng Source of randomness.
* @param a The first vertex.
* @param b The second vertex.
* @param c The third vertex.
*/
TriangleSampler3D(UniformRandomProvider rng, double[] a, double[] b, double[] c) {
super(rng);
ax = a[0];
ay = a[1];
az = a[2];
bx = b[0];
by = b[1];
bz = b[2];
cx = c[0];
cy = c[1];
cz = c[2];
}
/**
* @param rng Generator of uniformly distributed random numbers
* @param source Source to copy.
*/
TriangleSampler3D(UniformRandomProvider rng, TriangleSampler3D source) {
super(rng);
ax = source.ax;
ay = source.ay;
az = source.az;
bx = source.bx;
by = source.by;
bz = source.bz;
cx = source.cx;
cy = source.cy;
cz = source.cz;
}
@Override
public double[] createSample(double p1msmt, double s, double t) {
return new double[] {p1msmt * ax + s * bx + t * cx,
p1msmt * ay + s * by + t * cy,
p1msmt * az + s * bz + t * cz};
}
@Override
public TriangleSampler withUniformRandomProvider(UniformRandomProvider rng) {
return new TriangleSampler3D(rng, this);
}
}
/**
* Sample uniformly from a triangle in ND.
*/
private static class TriangleSamplerND extends TriangleSampler {
/** The first vertex. */
private final double[] a;
/** The second vertex. */
private final double[] b;
/** The third vertex. */
private final double[] c;
/**
* @param rng Source of randomness.
* @param a The first vertex.
* @param b The second vertex.
* @param c The third vertex.
*/
TriangleSamplerND(UniformRandomProvider rng, double[] a, double[] b, double[] c) {
super(rng);
// Defensive copy
this.a = a.clone();
this.b = b.clone();
this.c = c.clone();
}
/**
* @param rng Generator of uniformly distributed random numbers
* @param source Source to copy.
*/
TriangleSamplerND(UniformRandomProvider rng, TriangleSamplerND source) {
super(rng);
// Shared state is immutable
a = source.a;
b = source.b;
c = source.c;
}
@Override
public double[] createSample(double p1msmt, double s, double t) {
final double[] x = new double[a.length];
for (int i = 0; i < x.length; i++) {
x[i] = p1msmt * a[i] + s * b[i] + t * c[i];
}
return x;
}
@Override
public TriangleSampler withUniformRandomProvider(UniformRandomProvider rng) {
return new TriangleSamplerND(rng, this);
}
}
/**
* @param rng Source of randomness.
*/
TriangleSampler(UniformRandomProvider rng) {
this.rng = rng;
}
/**
* @return a random Cartesian coordinate within the triangle.
*/
@Override
public double[] sample() {
final double s = rng.nextDouble();
final double t = rng.nextDouble();
final double spt = s + t;
if (spt > 1) {
// Transform: s1 = 1 - s; t1 = 1 - t.
// Compute: 1 - s1 - t1
// Do not assume (1 - (1-s) - (1-t)) is (s + t - 1), i.e. (spt - 1.0),
// to avoid loss of a random bit due to rounding when s + t > 1.
// An exact sum is (s - 1 + t).
return createSample(s - 1.0 + t, 1.0 - s, 1.0 - t);
}
// Here s + t is exact so can be subtracted to make 1 - s - t
return createSample(1.0 - spt, s, t);
}
/**
* Creates the sample given the random variates {@code s} and {@code t} in the
* interval {@code [0, 1]} and {@code s + t <= 1}. The sum {@code 1 - s - t} is provided.
* The sample can be obtained from the triangle abc using:
*
* p = a(1 - s - t) + sb + tc
*
*
* @param p1msmt plus 1 minus s minus t (1 - s - t)
* @param s the first variate s
* @param t the second variate t
* @return the sample
*/
protected abstract double[] createSample(double p1msmt, double s, double t);
/** {@inheritDoc} */
// Redeclare the signature to return a TriangleSampler not a SharedStateObjectSampler
@Override
public abstract TriangleSampler withUniformRandomProvider(UniformRandomProvider rng);
/**
* Create a triangle sampler with vertices {@code a}, {@code b} and {@code c}.
* Sampled points are uniformly distributed within the triangle.
*
* Sampling is supported in dimensions of 2 or above. Samples will lie in the
* plane (2D Euclidean space) defined by using the three triangle vertices to
* create two vectors starting at a point in the plane and orientated in
* different directions along the plane.
*
*
No test for collinear points is performed. If the points are collinear the sampling
* distribution is undefined.
*
* @param rng Source of randomness.
* @param a The first vertex.
* @param b The second vertex.
* @param c The third vertex.
* @return the sampler
* @throws IllegalArgumentException If the vertices do not have the same
* dimension; the dimension is less than 2; or vertices have non-finite coordinates
*/
public static TriangleSampler of(UniformRandomProvider rng,
double[] a,
double[] b,
double[] c) {
final int dimension = a.length;
if (dimension != b.length || dimension != c.length) {
throw new IllegalArgumentException(
new StringBuilder("Mismatch of vertex dimensions: ").append(dimension).append(',')
.append(b.length).append(',')
.append(c.length).toString());
}
// Detect non-finite vertices
Coordinates.requireFinite(a, "Vertex a");
Coordinates.requireFinite(b, "Vertex b");
Coordinates.requireFinite(c, "Vertex c");
// Low dimension specialisations
if (dimension == TWO_D) {
return new TriangleSampler2D(rng, a, b, c);
} else if (dimension == THREE_D) {
return new TriangleSampler3D(rng, a, b, c);
} else if (dimension > THREE_D) {
return new TriangleSamplerND(rng, a, b, c);
}
// Less than 2D
throw new IllegalArgumentException(
"Unsupported dimension: " + dimension);
}
}