001/* 002 * Licensed to the Apache Software Foundation (ASF) under one or more 003 * contributor license agreements. See the NOTICE file distributed with 004 * this work for additional information regarding copyright ownership. 005 * The ASF licenses this file to You under the Apache License, Version 2.0 006 * (the "License"); you may not use this file except in compliance with 007 * the License. You may obtain a copy of the License at 008 * 009 * http://www.apache.org/licenses/LICENSE-2.0 010 * 011 * Unless required by applicable law or agreed to in writing, software 012 * distributed under the License is distributed on an "AS IS" BASIS, 013 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 014 * See the License for the specific language governing permissions and 015 * limitations under the License. 016 */ 017 018package org.apache.commons.math3.random; 019 020import org.apache.commons.math3.util.FastMath; 021 022 023/** 024 * Generate random vectors isotropically located on the surface of a sphere. 025 * 026 * @since 2.1 027 */ 028 029public class UnitSphereRandomVectorGenerator 030 implements RandomVectorGenerator { 031 /** 032 * RNG used for generating the individual components of the vectors. 033 */ 034 private final RandomGenerator rand; 035 /** 036 * Space dimension. 037 */ 038 private final int dimension; 039 040 /** 041 * @param dimension Space dimension. 042 * @param rand RNG for the individual components of the vectors. 043 */ 044 public UnitSphereRandomVectorGenerator(final int dimension, 045 final RandomGenerator rand) { 046 this.dimension = dimension; 047 this.rand = rand; 048 } 049 /** 050 * Create an object that will use a default RNG ({@link MersenneTwister}), 051 * in order to generate the individual components. 052 * 053 * @param dimension Space dimension. 054 */ 055 public UnitSphereRandomVectorGenerator(final int dimension) { 056 this(dimension, new MersenneTwister()); 057 } 058 059 /** {@inheritDoc} */ 060 public double[] nextVector() { 061 final double[] v = new double[dimension]; 062 063 // See http://mathworld.wolfram.com/SpherePointPicking.html for example. 064 // Pick a point by choosing a standard Gaussian for each element, and then 065 // normalizing to unit length. 066 double normSq = 0; 067 for (int i = 0; i < dimension; i++) { 068 final double comp = rand.nextGaussian(); 069 v[i] = comp; 070 normSq += comp * comp; 071 } 072 073 final double f = 1 / FastMath.sqrt(normSq); 074 for (int i = 0; i < dimension; i++) { 075 v[i] *= f; 076 } 077 078 return v; 079 } 080}