Beispiel #1
0
bool Sphere::doesIntersect(const Ray& ray)
{
	Ray translatedRay = ray;
	translatedRay.origin -= origin;

	// Simplifies to the quadratic formula
	// a = 1
	float b = 2 * dot(translatedRay.origin, translatedRay.direction);
	float c = translatedRay.origin.length2() - squared(radius);

	float discriminant = squared(b) - 4.0f * c;
	if (discriminant < 0.0f)
		return false;

	discriminant = std::sqrt(discriminant);

	float t1 = (-b + discriminant) / 2;
	float t2 = (-b - discriminant) / 2;

	if (t2 < t1)
	{
		float tmp = t2;
		t2 = t1;
		t1 = tmp;
	}

	if ((t1 < ray.maxDist && t1 > kRayMinDist) || (t2 < ray.maxDist && t2 > kRayMinDist))
	{
		return true;
	}
	else
	{
		return false;
	}
}
Beispiel #2
0
void PtexTriangleFilter::buildKernel(PtexTriangleKernel& k, float u, float v,
                                     float uw1, float vw1, float uw2, float vw2,
                                     float width, float blur, Res faceRes)
{
    const float sqrt3 = 1.7320508075688772f;

    // compute ellipse coefficients, A*u^2 + B*u*v + C*v^2 == AC - B^2/4
    float scaleAC = 0.25f * width*width;
    float scaleB = -2.0f * scaleAC;
    float A = (vw1*vw1 + vw2*vw2) * scaleAC;
    float B = (uw1*vw1 + uw2*vw2) * scaleB;
    float C = (uw1*uw1 + uw2*uw2) * scaleAC;

    // convert to cartesian domain
    float Ac = 0.75f * A;
    float Bc = float(sqrt3/2) * (B-A);
    float Cc = 0.25f * A - 0.5f * B + C;

    // compute min blur for eccentricity clamping
    const float maxEcc = 15.0f; // max eccentricity
    const float eccRatio = (maxEcc*maxEcc + 1.0f) / (maxEcc*maxEcc - 1.0f);
    float X = sqrtf(squared(Ac - Cc) + squared(Bc));
    float b_e = 0.5f * (eccRatio * X - (Ac + Cc));

    // compute min blur for texel clamping
    // (ensure that ellipse is no smaller than a texel)
    float b_t = squared(0.5f / (float)faceRes.u());

    // add blur
    float b_b = 0.25f * blur * blur;
    float b = PtexUtils::max(b_b, PtexUtils::max(b_e, b_t));
    Ac += b;
    Cc += b;

    // compute minor radius
    float m = sqrtf(2.0f*(Ac*Cc - 0.25f*Bc*Bc) / (Ac + Cc + X));

    // choose desired resolution
    int reslog2 = PtexUtils::max(0, PtexUtils::calcResFromWidth(2.0f*m));

    // convert back to triangular domain
    A = float(4/3.0) * Ac;
    B = float(2/sqrt3) * Bc + A;
    C = -0.25f * A + 0.5f * B + Cc;

    // scale by kernel width
    float scale = PtexTriangleKernelWidth * PtexTriangleKernelWidth;
    A *= scale;
    B *= scale;
    C *= scale;

    // find u,v,w extents
    float uw = PtexUtils::min(sqrtf(C), 1.0f);
    float vw = PtexUtils::min(sqrtf(A), 1.0f);
    float ww = PtexUtils::min(sqrtf(A-B+C), 1.0f);

    // init kernel
    float w = 1.0f - u - v;
    k.set(Res((int8_t)reslog2, (int8_t)reslog2), u, v, u-uw, v-vw, w-ww, u+uw, v+vw, w+ww, A, B, C);
}
Beispiel #3
0
// given the extent of the altitude and the difference beween the collinear 
// base intercept and the altitude's base intercept, we can use 
// Pythagorean's theorem to compute the length of the collinear line. 
byte Location::collinearHeight(byte i) {
	// use i altitude height and base; i collinear base
	return( d->Cb[i] >= d->Ab[i] ? // unsigned, so careful of order
		squareRoot( squared(d->Ah[i]) + squared(d->Cb[i]-d->Ab[i]) ) :
		squareRoot( squared(d->Ah[i]) + squared(d->Ab[i]-d->Cb[i]) )
	);
}
Beispiel #4
0
// given two distances and a known side length, we can calculate the 
// the altitude's distance along the side length of the altitude.
// from https://en.wikipedia.org/wiki/Heron%27s_formula#Algebraic_proof_using_the_Pythagorean_theorem
byte Location::altitudeBase(byte i) {
	if( d->D[left(i)] < d->Ah[i] ) return(0);
	
	// use left-i distance and ith height
	return(
		squareRoot( squared(d->D[left(i)]) - squared(d->Ah[i]) )
	);
}
	static double evalGaussianPdf(const Eigen::VectorXf &x, const Eigen::VectorXf &mean, const Eigen::VectorXf &std)
	{
		double normConst=1.0;
		int k=x.rows();
		float quadraticForm=0;
		for (int d=0; d<k; d++)
		{
			quadraticForm+=squared(x[d]-mean[d])/squared(std[d]);
		}
		return diagGaussianNormalizingConstant(std)*expf(-0.5f*quadraticForm);
	}
void CustomPhysicsEngine::ApplyCollisionResolutionTest(CollisionManifold* _manifold, Rigidbody* _rigidA, Rigidbody* _rigidB) {
	//Get Mass
	float massA = _rigidA->mass;
	float massB = _rigidB->mass;

	//Get Moment Of Inertia
	float moiA = _rigidA->momentOfInertia;
	float moiB = _rigidB->momentOfInertia;

	//Get Inverse Mass 
	float invMassA = 1.0f / _rigidA->mass;
	float invMassB = 1.0f / _rigidB->mass;

	//Get Inverse Moment Of Inertia
	float invMOIA = 1.0f / _rigidA->momentOfInertia;
	float invMOIB = 1.0f / _rigidB->momentOfInertia;

	vec3 relativePointA = _manifold->point - _rigidA->transform->position;
	vec3 relativePointB = _manifold->point - _rigidB->transform->position;
	
	vec3 rXn_A = glm::cross(relativePointA, _manifold->normal) / moiA;
	vec3 rXn_B = glm::cross(relativePointB, _manifold->normal) / moiB;

	vec3 velocityA = _rigidA->velocity + _rigidA->angularVelocity * relativePointA;
	vec3 velocityB = _rigidB->velocity + _rigidB->angularVelocity * relativePointB;

	vec3 relativeVelocity = velocityA - velocityB;

	float rXnDn_A = glm::dot(rXn_A, _manifold->normal);
	float rXnDn_B = glm::dot(rXn_B, _manifold->normal);

	float numerator = -(1.0f + _manifold->restitution) * glm::dot(relativeVelocity, _manifold->normal);

	float denominator = glm::dot(_manifold->normal, _manifold->normal * (invMassA + invMassB)) +
						squared(rXnDn_A) / moiA + 
						squared(rXnDn_B) / moiB;
	
	float j = numerator / denominator;

	vec3 impulse = _manifold->normal * j;
	if (!_rigidA->gameObject->isStatic) {
		_rigidA->velocity += (impulse * invMassA);
		_rigidA->angularVelocity += glm::cross(rXn_A, impulse) / moiA;
	}

	if (!_rigidB->gameObject->isStatic)	{	
		_rigidB->velocity += (-impulse * invMassB);
		_rigidB->angularVelocity += glm::cross(rXn_B, -impulse) / moiB;
	}
}
        // Arguments in Hertz.
		double magnitudeForFrequency( double inFreq) {
			// Cast to Double.
			double _b0 = double(b0);
			double _b1 = double(b1);
			double _b2 = double(b2);
			double _a1 = double(a1);
			double _a2 = double(a2);
		
			// Frequency on unit circle in z-plane.
			double zReal      = cos(M_PI * inFreq);
			double zImaginary = sin(M_PI * inFreq);
			
			// Zeros response.
			double numeratorReal = (_b0 * (squared(zReal) - squared(zImaginary))) + (_b1 * zReal) + _b2;
			double numeratorImaginary = (2.0 * _b0 * zReal * zImaginary) + (_b1 * zImaginary);
			
			double numeratorMagnitude = sqrt(squared(numeratorReal) + squared(numeratorImaginary));
			
			// Poles response.
			double denominatorReal = squared(zReal) - squared(zImaginary) + (_a1 * zReal) + _a2;
			double denominatorImaginary = (2.0 * zReal * zImaginary) + (_a1 * zImaginary);
			
			double denominatorMagnitude = sqrt(squared(denominatorReal) + squared(denominatorImaginary));
			
			// Total response.
			double response = numeratorMagnitude / denominatorMagnitude;

			return response;
		}
Beispiel #8
0
/**************************************************************************************************************************************
 PURPOSE: Calculate the slope of a line of best fit

 HISTORY:
 05/29/2012 (DLM) initial coding
 **************************************************************************************************************************************/
double lobfM(double xs[], double ys[], unsigned int n) {
	double sumX, sumY, sumXY, sumX2, temp;
	unsigned int i;

	sumX = sumY = sumXY = sumX2 = 0.0; // init values to 0
	for (i = 0; i < n; i++) {
		sumX += xs[i]; // sumX is the sum of all the x values
		sumY += ys[i]; // sumY is the sum of all the y values
		sumXY += (xs[i] * ys[i]); // sumXY is the sum of the product of all the x & y values (ie: x1 * y1 + x2 * y2 + ...... + xn * yn)
		sumX2 += squared(xs[i]); // sumX2 is the sum of the square of all the x values (ie: x1^2 + x2^2 + ....... + xn^2)
	}

	temp = n + 0.0;
	return ((sumX * sumY - temp * sumXY) / (squared(sumX) - n * sumX2));
}
Beispiel #9
0
/// Repelling force between two particles given their signed distance.
float kraft(float d) {
    if (d < 0) return -kraft(-d);
    if (d <= 2) {
        return 0.25f * d;
    }
    return squared(1.0f / d);
}
Beispiel #10
0
	static double diagGaussianNormalizingConstant(const Eigen::VectorXf &std)
	{
		//the norm. constant for a k-dimensional gaussian is given by 1/sqrt[(2pi)^k det(cov)]
		//For diag. covariance, det(cov)=trace(cov)=squared(std.prod())
		double det=squared(std.prod());
		return 1/sqrt(pow(2*PI,std.rows())*det);
	}
Beispiel #11
0
curve_G2 CompressedG2::to_libsnark_g2() const
{
    auto x_coordinate = x.to_libsnark_fq2<curve_Fq2>();

    // y = +/- sqrt(x^3 + b)
    auto y_coordinate = ((x_coordinate.squared() * x_coordinate) + alt_bn128_twist_coeff_b).sqrt();
    auto y_coordinate_neg = -y_coordinate;

    if ((fq2_to_bigint(y_coordinate) > fq2_to_bigint(y_coordinate_neg)) != y_gt) {
        y_coordinate = y_coordinate_neg;
    }

    curve_G2 r = curve_G2::one();
    r.X = x_coordinate;
    r.Y = y_coordinate;
    r.Z = curve_Fq2::one();

    assert(r.is_well_formed());

    if (alt_bn128_modulus_r * r != curve_G2::zero()) {
        throw std::runtime_error("point is not in G2");
    }

    return r;
}
Beispiel #12
0
int  ConjGradientMod(float3N &X, float3Nx3N &A, float3N &B,int3 hack)
{
// obsolete!!!
       // Solves for unknown X in equation AX=B
       conjgrad_loopcount=0;
       int n=B.count;
       float3N q(n),d(n),tmp(n),r(n);
       r = B - Mul(tmp,A,X);    // just use B if X known to be zero
       r[hack[0]] = r[hack[1]] = r[hack[2]] = float3(0,0,0);
       d = r;
       float s = dot(r,r);
       float starget = s * squared(conjgrad_epsilon);
       while( s>starget && conjgrad_loopcount++ < conjgrad_looplimit)
       {
               Mul(q,A,d); // q = A*d;
               q[hack[0]] = q[hack[1]] = q[hack[2]] = float3(0,0,0);
               float a = s/dot(d,q);
               X = X + d*a;
               if(conjgrad_loopcount%50==0)
               {
                       r = B - Mul(tmp,A,X);
                       r[hack[0]] = r[hack[1]] = r[hack[2]] = float3(0,0,0);
               }
               else
               {
                       r = r - q*a;
               }
               float s_prev = s;
               s = dot(r,r);
               d = r+d*(s/s_prev);
               d[hack[0]] = d[hack[1]] = d[hack[2]] = float3(0,0,0);
       }
       conjgrad_lasterror = s;
       return conjgrad_loopcount<conjgrad_looplimit;  // true means we reached desired accuracy in given time - ie stable
}
Beispiel #13
0
int  ConjGradientFiltered(float3N &X, const float3Nx3N &A, const float3N &B,const float3Nx3N &S)
{
       // Solves for unknown X in equation AX=B
       conjgrad_loopcount=0;
       int n=B.count;
       float3N q(n),d(n),tmp(n),r(n);
       r = B - Mul(tmp,A,X);    // just use B if X known to be zero
       filter(r,S);
       d = r;
       float s = dot(r,r);
       float starget = s * squared(conjgrad_epsilon);
       while( s>starget && conjgrad_loopcount++ < conjgrad_looplimit)
       {
               Mul(q,A,d); // q = A*d;
               filter(q,S);
               float a = s/dot(d,q);
               X = X + d*a;
               if(conjgrad_loopcount%50==0)
               {
                       r = B - Mul(tmp,A,X);
                       filter(r,S);
               }
               else
               {
                       r = r - q*a;
               }
               float s_prev = s;
               s = dot(r,r);
               d = r+d*(s/s_prev);
               filter(d,S);
       }
       conjgrad_lasterror = s;
       return conjgrad_loopcount<conjgrad_looplimit;  // true means we reached desired accuracy in given time - ie stable
}
Beispiel #14
0
bool Sphere::intersect(Intersection& intersection)
{
	Ray translatedRay = intersection.ray;
	translatedRay.origin -= origin;

	// Simplifies to the quadratic formula
	// a = 1
	float b = 2 * dot(translatedRay.origin, translatedRay.direction);
	float c = translatedRay.origin.length2() - squared(radius);

	float discriminant = squared(b) - 4.0f * c;
	if (discriminant < 0.0f)
		return false;

	discriminant = std::sqrt(discriminant);

	float t1 = (-b + discriminant) / 2;
	float t2 = (-b - discriminant) / 2;

	if (t2 < t1)
	{
		float tmp = t2;
		t2 = t1;
		t1 = tmp;
	}

	if (t1 < intersection.dist && t1 > kRayMinDist)
	{
		intersection.dist = t1;
	}
	else if (t2 < intersection.dist && t2 > kRayMinDist)
	{
		intersection.dist = t2;
	}
	else
	{
		return false;
	}

	intersection.normal = translatedRay.calc(intersection.dist).normalized();
	intersection.pShape = this;
	intersection.pMaterial = pMaterial;

	return true;
}
Beispiel #15
0
float Sphere::pdfSA(const Point& refPosition,
	const Vector& refNormal,
	const Point& surfPosition,
	const Vector& surfNormal) const
{
	Vector toCenter = origin - refPosition;
	float dist2 = toCenter.length2();
	if (dist2 > squared(radius) * 1.00001f)
	{
		// Point is on or in the sphere
		Vector toSurf = refPosition - surfPosition;
		return toSurf.length2() * surfaceAreaPDF() / std::fabs(dot(toSurf.normalized(), surfNormal));
	}

	float sinThetaMax2 = squared(radius) / dist2;
	float cosThetaMax = std::sqrt(std::max(0.0f, 1.0f - sinThetaMax2));
	return uniformConePdf(cosThetaMax);
}
Beispiel #16
0
float Shape::pdfSA(
	const Point& refPosition,
	const Vector& refNormal,
	const Point& surfPosition,
	const Vector& surfNormal) const
{
	Vector incoming = surfPosition - refPosition;
	float dist = incoming.normalize();
	return squared(dist) * surfaceAreaPDF() / std::fabs(dot(surfNormal, incoming));
}
Beispiel #17
0
char OctreeNodeIntersectSphere( TOctreeNode * node, TSphereShape * sphere ) {
    float r2 = sphere->radius * sphere->radius;
    float dmin = 0;

    if( sphere->position.x < node->min.x ) {
        dmin += squared( sphere->position.x - node->min.x );
    } else if( sphere->position.x > node->max.x ) {
        dmin += squared( sphere->position.x - node->max.x );
    }

    if( sphere->position.y < node->min.y ) {
        dmin += squared( sphere->position.y - node->min.y );
    } else if( sphere->position.y > node->max.y ) {
        dmin += squared( sphere->position.y - node->max.y );
    }

    if( sphere->position.z < node->min.z ) {
        dmin += squared( sphere->position.z - node->min.z );
    } else if( sphere->position.z > node->max.z ) {
        dmin += squared( sphere->position.z - node->max.z );
    }

    char sphereInside = (sphere->position.x >= node->min.x) && (sphere->position.x <= node->max.x) &&
                        (sphere->position.y >= node->min.y) && (sphere->position.y <= node->max.y) &&
                        (sphere->position.z >= node->min.z) && (sphere->position.z <= node->max.z);

    return dmin <= r2 || sphereInside;
}
Beispiel #18
0
bool Sphere::sampleSurface(const Point& refPosition,
	const Vector& refNormal,
	float u1, float u2, float u3,
	Point& outPosition,
	Vector& outNormal,
	float& outPdf)
{
	Vector toCenter = origin - refPosition;
	float dist2 = toCenter.length2();
	if (dist2 < squared(radius) * 1.00001f)
	{
		// Point is on or in the sphere
		outNormal = uniformToSphere(u1, u2);
		outPosition = origin + outNormal * radius;
		Vector toSurf = refPosition - outPosition;
		outPdf = toSurf.length2() * surfaceAreaPDF() / std::fabs(dot(toSurf.normalized(), outNormal));
		return true;
	}

	// Outside the sphere, fit a cone around to sample more efficiently
	float sinThetaMax2 = squared(radius) / dist2;
	float cosThetaMax = std::sqrt(std::max(0.0f, 1 - sinThetaMax2));
	Vector x, y, z;
	makeCoordinateSpace(toCenter, x, y, z);
	Vector localCone = uniformToCone(u1, u2, cosThetaMax);
	Vector cone = transformFromLocalSpace(localCone, x, y, z);

	// Make sure direction hits sphere
	Ray ray(refPosition, cone);
	Intersection isect(ray);
	if (!intersect(isect))
		isect.dist = dot(toCenter, cone);

	outPosition = ray.calc(isect.dist);
	outNormal = (outPosition - origin).normalized();
	outPdf = uniformConePdf(cosThetaMax);
	return true;
}
Beispiel #19
0
inline bool KDTreeNode::box_in_search_range(SearchRecord& sr) {
    // does the bounding box, represented by minbox[*],maxbox[*]
    // have any point which is within 'sr.ballsize' to 'sr.qv'??

    int dim = sr.dim;
    float dis2 =0.0;
    float ballsize = sr.ballsize;
    for (int i=0; i<dim; i++) {
        dis2 += squared(dis_from_bnd(sr.qv[i], box[i].lower, box[i].upper));
        if (dis2 > ballsize)
            return(false);
    }
    return(true);
}
Beispiel #20
0
void dtHelper (double *src, double *dst, int *ptr, int step, int s1, int s2, 
              int d1, int d2, double a, double b) 
{
  if (d2 >= d1) 
  {
    int d = (d1+d2) >> 1;
    int s = s1;

    for (int p = s1+1; p <= s2; p++)
    {
      if (src[s*step] - a*squared(d-s) - b*(d-s) < 
      src[p*step] - a*squared(d-p) - b*(d-p))
      {
        s = p;
      }
    }

    dst[d*step] = src[s*step] - a*squared(d-s) - b*(d-s);
    ptr[d*step] = s;

    dtHelper (src, dst, ptr, step, s1, s, d1, d-1, a, b);
    dtHelper (src, dst, ptr, step, s, s2, d+1, d2, a, b);
  }
Beispiel #21
0
void KDTree::n_nearest_brute_force(std::vector<float>& qv, int nn, KDTreeResultVector& result) {

    result.clear();

    for (int i=0; i<N; i++) {
        float dis = 0.0;
        KDTreeResult e;
        for (int j=0; j<dim; j++) {
            dis += squared( the_data[i][j] - qv[j]);
        }
        e.dis = dis;
        e.idx = i;
        result.push_back(e);
    }
    sort(result.begin(), result.end() );
}
	void KDTreeNode::search(SearchRecord& sr) {
		// the core search routine.
		// This uses true distance to bounding box as the
		// criterion to search the secondary node.
		//
		// This results in somewhat fewer searches of the secondary nodes
		// than 'search', which uses the vdiff vector,  but as this
		// takes more computational time, the overall performance may not
		// be improved in actual run time.

		if ((left == NULL) && (right == NULL)) {
			// we are on a terminal node
			if (sr.nn == 0) {
				process_terminal_node_fixedball(sr);
			}
			else {
				process_terminal_node(sr);
			}
		}
		else {
			KDTreeNode *ncloser, *nfarther;

			float extra;
			float qval = sr.qv[cut_dim];
			// value of the wall boundary on the cut dimension.
			if (qval < cut_val) {
				ncloser = left;
				nfarther = right;
				extra = cut_val_right - qval;
			}
			else {
				ncloser = right;
				nfarther = left;
				extra = qval - cut_val_left;
			};

			if (ncloser != NULL) ncloser->search(sr);

			if ((nfarther != NULL) && (squared(extra) < sr.ballsize)) {
				// first cut
				if (nfarther->box_in_search_range(sr)) {
					nfarther->search(sr);
				}
			}
		}
	}
QPixmap TTKCircleProgressWidget::generatePixmap() const
{
    QPixmap pixmap(squared(rect()).size().toSize());
    pixmap.fill(QColor(0,0,0,0));
    QPainter painter(&pixmap);

    painter.setRenderHint(QPainter::Antialiasing, true);

    QRectF rect = pixmap.rect().adjusted(1,1,-1,-1);
    qreal margin = rect.width()*(1.0 - m_outerRadius)/2.0;
    rect.adjust(margin,margin,-margin,-margin);
    qreal innerRadius = m_innerRadius*rect.width()/2.0;

    painter.setBrush(QColor(225, 225, 225));
    painter.setPen(QColor(225, 225, 225));
    painter.drawPie(rect, 0, 360*16);

    painter.setBrush(m_color);
    painter.setPen(m_color);

    if(m_maximum == 0)
    {
        int startAngle = -m_infiniteAnimationValue * 360 * 16;
        int spanAngle = 0.15 * 360 * 16;
        painter.drawPie(rect, startAngle, spanAngle);
    }
    else
    {
        int value = qMin(m_visibleValue, m_maximum);
        int startAngle = 90 * 16;
        int spanAngle = -qreal(value) * 360 * 16 / m_maximum;

        painter.drawPie(rect, startAngle, spanAngle);
    }

    painter.setBrush(QColor(255,255,255));
    painter.setPen(QColor(0,0,0, 60));
    painter.drawEllipse(rect.center(), innerRadius, innerRadius);

    painter.drawArc(rect, 0, 360*16);

    return pixmap;
}
Beispiel #24
0
void RateMatrix::SetMatrix(
						   vector<double>& matrix, 
						   double len
						  )
{
	int i,j,k;
	double expt[numStates];
	vector<double>::iterator P;
	
	// P(t)ij = SUM Cijk * exp{Root*t}

	P=matrix.begin();

	if (len<1e-6) { 
		for (i=0; i<numStates; i++) {
			for (j=0; j<numStates; j++) {
				if (i==j) 
					(*P)=1.0;
				else 
					(*P)=0.0;
				P++;
			}
		}
		return; 
	}
	
	for (k=1; k<numStates; k++) {
		expt[k]=exp(len*Root[k]);
	}

	vector<unsigned int> squared (numStates, 0), power_1 (numStates, 0);
	for (i=0; i<numStates; i++) { squared[i]=i*numStates_squared; power_1[i]=i*numStates; }
	for (i=0; i<numStates; i++) {
		for (j=0; j<numStates; j++) {
			(*P)=Cijk.at(squared[i]+power_1[j]+0);
			for (k=1; k<numStates; k++) {
				(*P)+=Cijk.at(squared[i]+power_1[j]+k)*expt[k];
			}
			P++;
		}
	}
}
Beispiel #25
0
void ellipse_convert (double sigx,double sigy,double rho,double conrad,double *eigen1,double *eigen2,double *ang) 

     /* convert from one parameterization of an ellipse to another */

     /* Kurt Feigl, from code by T. Herring */                                       
                                                                                    
     {                          

     /* INPUT */                                                                    
     /*   sigx, sigy  - Sigmas in the x and y directions. */                      
     /*   rho         - Correlation coefficient between x and y */                  
                                                                                    
     /* OUTPUT (returned) */                                                        
     /*   eigen1      - the smaller eigenvalue */
     /*   eigen2      - the larger eigenvalue */
     /*   ang         - Orientation of ellipse relative to X axis in radians */     
     /*               - should be counter-clockwise from X axis */
                                                                                    
     /* LOCAL VARIABLES */                                                          
                                                                                    
     /*   a,b,c,d,e   - Constants used in getting eigenvalues */                    
     /*   conrad      - Radius for the confidence interval */                       

      double a,b,c,d,e;

      /* confidence scaling */
      /*   confid      - Confidence interval wanted (0-1) */                         
      /* conrad = sqrt( -2.0 * log(1.0 - confid)); */

      /* the formulas for this part may be found in Bomford, p. 719 */

      a = squared(sigy*sigy - sigx*sigx);
      b = 4. * squared(rho*sigx*sigy);
      c = squared(sigx) + squared(sigy);

      /* minimum eigenvector (semi-minor axis) */
      *eigen1 = conrad * sqrt((c - sqrt(a + b))/2.);

      /* maximu eigenvector (semi-major axis) */
      *eigen2 = conrad * sqrt((c + sqrt(a + b))/2.);

      d = 2. * rho * sigx * sigy;
      e = squared(sigx) - squared(sigy);

      *ang = atan2(d,e)/2.;

/*    that is all */

}
Beispiel #26
0
int main( int argc, char *argv[] ) {

  int **odd, n, temp, i, j ;

  printf( "Please enter an odd integer from 3 - 15 for the size of a square array. " ) ;
  scanf( "%d", &temp ) ;

  if( ( temp < 3 ) || ( temp > 15 ) || ( ( temp % 2 ) == 0 ) ) {
    printf( "You must enter a number that fulfills the requirements." ) ;
    return 0 ;
  }

  printf( "Please enter a number for the intial value." ) ;
  scanf( "%d", &n ) ;
  
  if( ( temp + n ) * ( temp + n ) > 1000 ) {
    printf( "The values you entered are too big." ) ;
    return 0 ;
  }

  odd = ( int ** ) malloc( sizeof( int ) * temp ) ;
  
  for( i = 0 ; i < temp ; i++ ) {

    odd[ i ] = ( int * ) malloc( sizeof( int ) * temp ) ;
  
  }

  squared( odd, n, temp ) ;

  for( i = 0 ; i < temp ; i++ ) {
    for( j = 0 ; j < temp ; j++ ) {
      printf( " %d", odd[ i ][ j ] ) ;
    }
    printf( "\n" ) ;
  }

  return  0 ;
}
Beispiel #27
0
double hessnorm(double x, double mu, double sig, int ms1, int ms2, int logsc) {
	double hessian=0.0;
/* 	 hess of mu and mu */
	if(ms1==1 && ms2==1) hessian=dnorm(x,mu,sig,0)*(squared((x-mu)/(squared(sig))) - 1/squared(sig));
/* 	 hess of mu and sig */
	if((ms1==1 && ms2==2)||(ms1==2 && ms2==1)) hessian=dnorm(x,mu,sig,0)*
													  ((((squared(x-mu)/(squared(sig)*sig))-(1/sig)))
													   *((x-mu)/(squared(sig)))
													   +((2*(mu-x))/(squared(sig)*sig)) );
/* 	hess of sig and sig */
	if(ms1==2 && ms2==2) hessian=dnorm(x,mu,sig,0)*((squared(((squared(x-mu))/(squared(sig)*sig))-(1/sig)))
												   +((1/squared(sig))-( (3*squared(x-mu))/(squared(squared(sig))) )) );
	return(hessian);
}
Beispiel #28
0
 double rms(std::vector<double>&& v)
 {
     return std::sqrt(mean(squared(std::move(v))));
 }
Beispiel #29
0
 double rms(const std::vector<double>& v)
 {
     return std::sqrt(mean(squared(v)));
 }
Beispiel #30
0
void getInclination() 
{
  int w = 0;
  float tmpf = 0.0;
  int currentTime, signRzGyro;


  currentTime = millis();
  interval = currentTime - lastTime;
  lastTime = currentTime;

  //if (firstSample || Float.isNaN(RwEst[0])) { // NaN用来等待检查从arduino过来的数据
  if (firstSample) 
  { // NaN用来等待检查从arduino过来的数据
    for (w=0;w<=2;w++) 
    {
      RwEst[w] = RwAcc[w];    // 初始化加速度传感器读数
    }
  }
  else 
  {
    // 对RwGyro进行评估
    if (abs(RwEst[2]) < 0.1) 
    {
      // Rz值非常的小,它的作用是作为Axz与Ayz的计算参照值,防止放大的波动产生错误的结果。
      // 这种情况下就跳过当前的陀螺仪数据,使用以前的。
      for (w=0;w<=2;w++) 
      {
        RwGyro[w] = RwEst[w];
      }
    }
    else 
    {
      // ZX/ZY平面和Z轴R的投影之间的角度,基于最近一次的RwEst值
      for (w=0;w<=1;w++)
      {
        tmpf = Gyro[w];                        // 获取当前陀螺仪的deg/s
        tmpf *= interval / 1000.0f;                     // 得到角度变化值
        Awz[w] = atan2(RwEst[w], RwEst[2]) * 180 / PI;   // 得到角度并转换为度
        Awz[w] += tmpf;             // 根据陀螺仪的运动得到更新后的角度
      }

      // 判断RzGyro是多少,主要看Axz的弧度是多少
      // 当Axz在-90 ..90 => cos(Awz) >= 0这个范围内的时候RzGyro是准确的
      signRzGyro = ( cos(Awz[0] * PI / 180) >=0 ) ? 1 : -1;

      // 从Awz的角度值反向计算RwGyro的公式请查看网页 http://starlino.com/imu_guide.html
      for (w=0;w<=1;w++) 
      {
        RwGyro[0] = sin(Awz[0] * PI / 180);
        RwGyro[0] /= sqrt( 1 + squared(cos(Awz[0] * PI / 180)) * squared(tan(Awz[1] * PI / 180)) );
        RwGyro[1] = sin(Awz[1] * PI / 180);
        RwGyro[1] /= sqrt( 1 + squared(cos(Awz[1] * PI / 180)) * squared(tan(Awz[0] * PI / 180)) );
      }
      RwGyro[2] = signRzGyro * sqrt(1 - squared(RwGyro[0]) - squared(RwGyro[1]));
    }

    // 把陀螺仪与加速度传感器的值进行结合
    for (w=0;w<=2;w++) RwEst[w] = (RwAcc[w] + wGyro * RwGyro[w]) / (1 + wGyro);

  }

  firstSample = false;

  SerialUSB.print(RwEst[0]);//x
  SerialUSB.print("	");
  SerialUSB.print(RwEst[1]); //y
  SerialUSB.print("	");
  SerialUSB.println(RwEst[2]);//z
  delay(50);

}