/* * 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/. * * Copyright 2015-2018 Danny Robson */ #pragma once #include "fwd.hpp" #include "../view.hpp" #include "../point.hpp" #include "../vector.hpp" #include #include #include namespace cruft::geom { /////////////////////////////////////////////////////////////////////////// template struct ellipse { // the centre point of the ellipsoid cruft::point origin; // the distance from the centre along each axis to the shape's edge cruft::vector radius; // the orientation of up for the shape cruft::vector up; }; using ellipse2f = ellipse<2,float>; using ellipse3f = ellipse<3,float>; template bool intersects (ellipse, point); /// returns the approximate surface area of the ellipse /// /// the general form involves _substantially_ more expensive and /// complicated maths which is prohibitive right now. /// /// the relative error should be at most 1.061% inline float area (ellipse3f self) { auto const semiprod = self.radius * self.radius.indices<1,2,0> (); auto const semipow = pow (semiprod, 1.6f); return 4 * pi * std::pow (sum (semipow) / 3, 1/1.6f); } template T area (ellipse<2,T> self) { return pi * product (self.radius); } template T volume (ellipse self) { return 4 / T{3} * pi * product (self.radius); } template point project ( ray, ellipse ); /// returns the distance along a ray to the surface of an ellipse. /// /// returns infinity if there is no intersection template ValueT distance ( ray, ellipse ); // generate a covering ellipsoid for an arbitrary set of points // // this isn't guaranteed to be optimal in any specific sense. but it // ought not be outrageously inefficient... ellipse3f cover (cruft::view); /// returns a point that is uniformly distributed about the ellipse /// surface. /// /// NOTE: I don't have a strong proof that the below is in fact properly /// uniformly distributed, so if you need a strong guarantee for your work /// then it might not be the best option. But visual inspection appears to /// confirm there aren't obvious patterns. /// /// the concept was taken from: https://math.stackexchange.com/a/2514182 template cruft::point3f sample_surface (ellipse3f self, RandomT &generator) { const auto [a, b, c] = self.radius; const auto a2 = a * a; const auto b2 = b * b; const auto c2 = c * c; // generate a direction vector from a normally distributed random variable auto const x = cruft::rand::distribution::normal (0, a2) (generator); auto const y = cruft::rand::distribution::normal (0, b2) (generator); auto const z = cruft::rand::distribution::normal (0, c2) (generator); // find the distance to the surface along the direction vector auto const d = std::sqrt (x * x / a2 + y * y / b2 + z * z / c2); return self.origin + cruft::vector3f {x,y,z} / d; } template std::ostream& operator<< (std::ostream&, ellipse); } /////////////////////////////////////////////////////////////////////////////// #include "sample/fwd.hpp" #include "../random.hpp" #include #include namespace cruft::geom::sample { /// Specialisation for uniform sampling of ellipses template class volume> { public: using shape_type = ellipse<2,T>; volume (shape_type &&) = delete; volume (shape_type const &target): m_target (target) { ; } /// Generate a random point within the ellipse. template auto eval (GeneratorT &&g) const noexcept { // We use a two step process: // * Generate a point within a unit sphere // * Transform the point to an ellipse. // TODO: We assume floating point for the time being because it // simplifies interaction with trig routines. There's no // intrinsic reason for this limitation though. static_assert ( std::is_floating_point_v, "The current implementation assumes floating point." ); // Choose a direction and a distance within the unit circle. // // `sqrt` of the distance is used to ensure a uniform // distribution. T phi = random::uniform (g) * 2 * pi; T rho = std::sqrt (random::uniform (g)); cruft::point2 const circle_pos { std::cos (phi), std::sin (phi) }; auto const offset = circle_pos * rho * m_target.radius; return m_target.origin + offset.template as (); } private: shape_type const &m_target; }; #if 0 // TODO: We should implement a higher dimensional ellipsoid sampler for // efficiency gains over rejection sampling that we currently use. template struct sampler> { template static cruft::point<3,T> eval (ellipse<3,T>, GeneratorT&&); }; #endif }