# include # include # include # include # include # include # include using namespace std; # include "sphere_grid.hpp" //****************************************************************************80 double arc_cosine ( double c ) //****************************************************************************80 // // Purpose: // // ARC_COSINE computes the arc cosine function, with argument truncation. // // Discussion: // // If you call your system ACOS routine with an input argument that is // outside the range [-1.0, 1.0 ], you may get an unpleasant surprise. // This routine truncates arguments outside the range. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 June 2002 // // Author: // // John Burkardt // // Parameters: // // Input, double C, the argument, the cosine of an angle. // // Output, double ARC_COSINE, an angle whose cosine is C. // { double angle; const double pi = 3.141592653589793; if ( c <= -1.0 ) { angle = pi; } else if ( 1.0 <= c ) { angle = 0.0; } else { angle = acos ( c ); } return angle; } //****************************************************************************80 double arc_sine ( double s ) //****************************************************************************80 // // Purpose: // // ARC_SINE computes the arc sine function, with argument truncation. // // Discussion: // // If you call your system ASIN routine with an input argument that is // outside the range [-1.0, 1.0 ], you may get an unpleasant surprise. // This routine truncates arguments outside the range. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 June 2002 // // Author: // // John Burkardt // // Parameters: // // Input, double S, the argument, the sine of an angle. // // Output, double ARC_SINE, an angle whose sine is S. // { double angle; const double pi = 3.141592653589793; if ( s <= -1.0 ) { angle = - pi / 2.0; } else if ( 1.0 <= s ) { angle = pi / 2.0; } else { angle = asin ( s ); } return angle; } //****************************************************************************80 double atan4 ( double y, double x ) //****************************************************************************80 // // Purpose: // // ATAN4 computes the inverse tangent of the ratio Y / X. // // Discussion: // // ATAN4 returns an angle whose tangent is ( Y / X ), a job which // the built in functions ATAN and ATAN2 already do. // // However: // // * ATAN4 always returns a positive angle, between 0 and 2 PI, // while ATAN and ATAN2 return angles in the interval [-PI/2,+PI/2] // and [-PI,+PI] respectively; // // * ATAN4 accounts for the signs of X and Y, (as does ATAN2). The ATAN // function by contrast always returns an angle in the first or fourth // quadrants. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 June 2002 // // Author: // // John Burkardt // // Parameters: // // Input, double Y, X, two quantities which represent the tangent of // an angle. If Y is not zero, then the tangent is (Y/X). // // Output, double ATAN4, an angle between 0 and 2 * PI, whose tangent is // (Y/X), and which lies in the appropriate quadrant so that the signs // of its cosine and sine match those of X and Y. // { const double pi = 3.141592653589793; // // Special cases: // if ( x == 0.0 ) { if ( 0.0 < y ) { return ( pi / 2.0 ); } else if ( y < 0.0 ) { return ( 3.0 * pi / 2.0 ); } else if ( y == 0.0 ) { return ( 0.0 ); } } else if ( y == 0.0 ) { if ( 0.0 < x ) { return 0.0; } else if ( x < 0.0 ) { return pi; } } // // We assume that ATAN2 is reliable when both arguments are positive. // if ( 0.0 < x && 0.0 < y ) { return atan2 ( y, x ); } else if ( x < 0.0 && 0.0 < y ) { return ( pi - atan2 ( y, -x ) ); } else if ( x < 0.0 && y < 0.0 ) { return ( pi + atan2 ( -y, -x ) ); } else if ( 0.0 < x && y < 0.0 ) { return ( 2.0 * pi - atan2 ( -y, x ) ); } return 0.0; } //****************************************************************************80 int i4_max ( int i1, int i2 ) //****************************************************************************80 // // Purpose: // // I4_MAX returns the maximum of two I4's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 October 1998 // // Author: // // John Burkardt // // Parameters: // // Input, int I1, I2, are two integers to be compared. // // Output, int I4_MAX, the larger of I1 and I2. // { int value; if ( i2 < i1 ) { value = i1; } else { value = i2; } return value; } //****************************************************************************80 int i4_min ( int i1, int i2 ) //****************************************************************************80 // // Purpose: // // I4_MIN returns the minimum of two I4's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 13 October 1998 // // Author: // // John Burkardt // // Parameters: // // Input, int I1, I2, two integers to be compared. // // Output, int I4_MIN, the smaller of I1 and I2. // { int value; if ( i1 < i2 ) { value = i1; } else { value = i2; } return value; } //****************************************************************************80 int i4_power ( int i, int j ) //****************************************************************************80 // // Purpose: // // I4_POWER returns the value of I^J. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 April 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int I, J, the base and the power. J should be nonnegative. // // Output, int I4_POWER, the value of I^J. // { int k; int value; if ( j < 0 ) { if ( i == 1 ) { value = 1; } else if ( i == 0 ) { cerr << "\n"; cerr << "I4_POWER - Fatal error!\n"; cerr << " I^J requested, with I = 0 and J negative.\n"; exit ( 1 ); } else { value = 0; } } else if ( j == 0 ) { if ( i == 0 ) { cerr << "\n"; cerr << "I4_POWER - Fatal error!\n"; cerr << " I^J requested, with I = 0 and J = 0.\n"; exit ( 1 ); } else { value = 1; } } else if ( j == 1 ) { value = i; } else { value = 1; for ( k = 1; k <= j; k++ ) { value = value * i; } } return value; } //****************************************************************************80 string i4_to_string ( int i4, string format ) //****************************************************************************80 // // Purpose: // // I4_TO_STRING converts an I4 to a C++ string. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 July 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int I4, an integer. // // Input, string FORMAT, the format string. // // Output, string I4_TO_STRING, the string. // { char i4_char[80]; string i4_string; sprintf ( i4_char, format.c_str ( ), i4 ); i4_string = string ( i4_char ); return i4_string; } //****************************************************************************80 void i4mat_transpose_print ( int m, int n, int a[], string title ) //****************************************************************************80 // // Purpose: // // I4MAT_TRANSPOSE_PRINT prints an I4MAT, transposed. // // Discussion: // // An I4MAT is an MxN array of I4's, stored by (I,J) -> [I+J*M]. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 31 January 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the number of rows in A. // // Input, int N, the number of columns in A. // // Input, int A[M*N], the M by N matrix. // // Input, string TITLE, a title. // { i4mat_transpose_print_some ( m, n, a, 1, 1, m, n, title ); return; } //****************************************************************************80 void i4mat_transpose_print_some ( int m, int n, int a[], int ilo, int jlo, int ihi, int jhi, string title ) //****************************************************************************80 // // Purpose: // // I4MAT_TRANSPOSE_PRINT_SOME prints some of an I4MAT, transposed. // // Discussion: // // An I4MAT is an MxN array of I4's, stored by (I,J) -> [I+J*M]. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 20 August 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int M, the number of rows of the matrix. // M must be positive. // // Input, int N, the number of columns of the matrix. // N must be positive. // // Input, int A[M*N], the matrix. // // Input, int ILO, JLO, IHI, JHI, designate the first row and // column, and the last row and column to be printed. // // Input, string TITLE, a title. // { # define INCX 10 int i; int i2hi; int i2lo; int j; int j2hi; int j2lo; cout << "\n"; cout << title << "\n"; // // Print the columns of the matrix, in strips of INCX. // for ( i2lo = ilo; i2lo <= ihi; i2lo = i2lo + INCX ) { i2hi = i2lo + INCX - 1; i2hi = i4_min ( i2hi, m ); i2hi = i4_min ( i2hi, ihi ); cout << "\n"; // // For each row I in the current range... // // Write the header. // cout << " Row: "; for ( i = i2lo; i <= i2hi; i++ ) { cout << setw(6) << i - 1 << " "; } cout << "\n"; cout << " Col\n"; cout << "\n"; // // Determine the range of the rows in this strip. // j2lo = i4_max ( jlo, 1 ); j2hi = i4_min ( jhi, n ); for ( j = j2lo; j <= j2hi; j++ ) { // // Print out (up to INCX) entries in column J, that lie in the current strip. // cout << setw(5) << j - 1 << ":"; for ( i = i2lo; i <= i2hi; i++ ) { cout << setw(6) << a[i-1+(j-1)*m] << " "; } cout << "\n"; } } return; # undef INCX } //****************************************************************************80 void i4vec_copy ( int n, int a1[], int a2[] ) //****************************************************************************80 // // Purpose: // // I4VEC_COPY copies an I4VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vectors. // // Input, int A1[N], the vector to be copied. // // Input, int A2[N], the copy of A1. // { int i; for ( i = 0; i < n; i++ ) { a2[i] = a1[i]; } return; } //****************************************************************************80 void icos_shape ( int point_num, int edge_num, int face_num, int face_order_max, double point_coord[], int edge_point[], int face_order[], int face_point[] ) //****************************************************************************80 // // Purpose: // // ICOS_SHAPE describes a icosahedron. // // Discussion: // // The input data required for this routine can be retrieved from ICOS_NUM. // // The vertices lie on the unit sphere. // // The dual of an icosahedron is the dodecahedron. // // The data has been rearranged from a previous assignment. // The STRIPACK program refuses to triangulate data if the first // three nodes are "collinear" on the sphere. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Parameters: // // Input, int POINT_NUM, the number of points (12). // // Input, int EDGE_NUM, the number of edges (30). // // Input, int FACE_NUM, the number of faces (20). // // Input, int FACE_ORDER_MAX, the maximum number of vertices // per face (3). // // Output, double POINT_COORD[3*POINT_NUM], the point coordinates. // // Output, int EDGE_POINT[2*EDGE_NUM], the points that make up each // edge, listed in ascending order of their indexes. // // Output, int FACE_ORDER[FACE_NUM], the number of vertices per face. // // Output, int FACE_POINT[FACE_ORDER_MAX*FACE_NUM]; FACE_POINT(I,J) // contains the index of the I-th point in the J-th face. The // points are listed in the counter clockwise direction defined // by the outward normal at the face. The nodes of each face are // ordered so that the lowest index occurs first. The faces are // then sorted by nodes. // { # define DIM_NUM 3 # define EDGE_NUM 30 # define EDGE_ORDER 2 # define FACE_NUM 20 # define POINT_NUM 12 double phi = 0.5 * ( sqrt ( 5.0 ) + 1.0 ); double a = phi / sqrt ( 1.0 + phi * phi ); double b = 1.0 / sqrt ( 1.0 + phi * phi ); double z = 0.0; static int edge_point_save[EDGE_ORDER*EDGE_NUM] = { 0, 1, 0, 2, 0, 3, 0, 4, 0, 5, 1, 2, 1, 3, 1, 6, 1, 7, 2, 4, 2, 6, 2, 8, 3, 5, 3, 7, 3, 9, 4, 5, 4, 8, 4, 10, 5, 9, 5, 10, 6, 7, 6, 8, 6, 11, 7, 9, 7, 11, 8, 10, 8, 11, 9, 10, 9, 11, 10, 11 }; static int face_order_save[FACE_NUM] = { 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3 }; static int face_point_save[3*FACE_NUM] = { 0, 1, 3, 0, 2, 1, 0, 3, 5, 0, 4, 2, 0, 5, 4, 1, 2, 6, 1, 6, 7, 1, 7, 3, 2, 4, 8, 2, 8, 6, 3, 7, 9, 3, 9, 5, 4, 5, 10, 4, 10, 8, 5, 9, 10, 6, 8, 11, 6, 11, 7, 7, 11, 9, 8, 10, 11, 9, 11, 10 }; static double point_coord_save[DIM_NUM*POINT_NUM] = { a, b, z, a, -b, z, b, z, a, b, z, -a, z, a, b, z, a, -b, z, -a, b, z, -a, -b, -b, z, a, -b, z, -a, -a, b, z, -a, -b, z }; r8vec_copy ( DIM_NUM * point_num, point_coord_save, point_coord ); i4vec_copy ( EDGE_ORDER * edge_num, edge_point_save, edge_point ); i4vec_copy ( face_num, face_order_save, face_order ); i4vec_copy ( face_order_max * face_num, face_point_save, face_point ); return; # undef DIM_NUM # undef EDGE_NUM # undef EDGE_ORDER # undef FACE_NUM # undef POINT_NUM } //****************************************************************************80 void icos_num ( int *point_num, int *edge_num, int *face_num, int *face_order_max ) //****************************************************************************80 // // Purpose: // // ICOS_NUM gives "sizes" for an icosahedron. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 19 July 2007 // // Author: // // John Burkardt // // Parameters: // // Output, int *POINT_NUM, the number of points. // // Output, int *EDGE_NUM, the number of edges. // // Output, int *FACE_NUM, the number of faces. // // Output, int *FACE_ORDER_MAX, the maximum order of any face. // { *point_num = 12; *edge_num = 30; *face_num = 20; *face_order_max = 3; return; } //****************************************************************************80 double r8_abs ( double x ) //****************************************************************************80 // // Purpose: // // R8_ABS returns the absolute value of an R8. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 14 November 2006 // // Author: // // John Burkardt // // Parameters: // // Input, double X, the quantity whose absolute value is desired. // // Output, double R8_ABS, the absolute value of X. // { double value; if ( 0.0 <= x ) { value = + x; } else { value = - x; } return value; } //****************************************************************************80 double r8_modp ( double x, double y ) //****************************************************************************80 // // Purpose: // // R8_MODP returns the nonnegative remainder of R8 division. // // Discussion: // // The MOD function computes a result with the same sign as the // quantity being divided. Thus, suppose you had an angle A, // and you wanted to ensure that it was between 0 and 360. // Then mod(A,360.0) would do, if A was positive, but if A // was negative, your result would be between -360 and 0. // // On the other hand, R8_MODP(A,360.0) is between 0 and 360, always. // // If // REM = R8_MODP ( X, Y ) // RMULT = ( X - REM ) / Y // then // X = Y * RMULT + REM // where REM is always nonnegative. // // Example: // // I J MOD R8_MODP R8_MODP Factorization // // 107 50 7 7 107 = 2 * 50 + 7 // 107 -50 7 7 107 = -2 * -50 + 7 // -107 50 -7 43 -107 = -3 * 50 + 43 // -107 -50 -7 43 -107 = 3 * -50 + 43 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 18 October 2004 // // Author: // // John Burkardt // // Parameters: // // Input, double X, the number to be divided. // // Input, double Y, the number that divides X. // // Output, double R8_MODP, the nonnegative remainder when X is divided by Y. // { double value; if ( y == 0.0 ) { cerr << "\n"; cerr << "R8_MODP - Fatal error!\n"; cerr << " R8_MODP ( X, Y ) called with Y = " << y << "\n"; exit ( 1 ); } value = x - ( ( double ) ( ( int ) ( x / y ) ) ) * y; if ( value < 0.0 ) { value = value + fabs ( y ); } return value; } //****************************************************************************80 double r8_uniform_01 ( int *seed ) //****************************************************************************80 // // Purpose: // // R8_UNIFORM_01 returns a unit pseudorandom R8. // // Discussion: // // This routine implements the recursion // // seed = ( 16807 * seed ) mod ( 2^31 - 1 ) // u = seed / ( 2^31 - 1 ) // // The integer arithmetic never requires more than 32 bits, // including a sign bit. // // If the initial seed is 12345, then the first three computations are // // Input Output R8_UNIFORM_01 // SEED SEED // // 12345 207482415 0.096616 // 207482415 1790989824 0.833995 // 1790989824 2035175616 0.947702 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 August 2004 // // Author: // // John Burkardt // // Reference: // // Paul Bratley, Bennett Fox, Linus Schrage, // A Guide to Simulation, // Second Edition, // Springer, 1987, // ISBN: 0387964673, // LC: QA76.9.C65.B73. // // Bennett Fox, // Algorithm 647: // Implementation and Relative Efficiency of Quasirandom // Sequence Generators, // ACM Transactions on Mathematical Software, // Volume 12, Number 4, December 1986, pages 362-376. // // Pierre L'Ecuyer, // Random Number Generation, // in Handbook of Simulation, // edited by Jerry Banks, // Wiley, 1998, // ISBN: 0471134031, // LC: T57.62.H37. // // Peter Lewis, Allen Goodman, James Miller, // A Pseudo-Random Number Generator for the System/360, // IBM Systems Journal, // Volume 8, Number 2, 1969, pages 136-143. // // Parameters: // // Input/output, int *SEED, the "seed" value. Normally, this // value should not be 0. On output, SEED has been updated. // // Output, double R8_UNIFORM_01, a new pseudorandom variate, // strictly between 0 and 1. // { int i4_huge = 2147483647; int k; double r; if ( *seed == 0 ) { cerr << "\n"; cerr << "R8_UNIFORM_01 - Fatal error!\n"; cerr << " Input value of SEED = 0.\n"; exit ( 1 ); } k = *seed / 127773; *seed = 16807 * ( *seed - k * 127773 ) - k * 2836; if ( *seed < 0 ) { *seed = *seed + i4_huge; } // // Although SEED can be represented exactly as a 32 bit integer, // it generally cannot be represented exactly as a 32 bit real number. // r = ( double ) ( *seed ) * 4.656612875E-10; return r; } //****************************************************************************80 void r8mat_transpose_print ( int m, int n, double a[], string title ) //****************************************************************************80 // // Purpose: // // R8MAT_TRANSPOSE_PRINT prints an R8MAT, transposed. // // Discussion: // // An R8MAT is a doubly dimensioned array of R8 values, stored as a vector // in column-major order. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 10 September 2009 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input, double A[M*N], an M by N matrix to be printed. // // Input, string TITLE, a title. // { r8mat_transpose_print_some ( m, n, a, 1, 1, m, n, title ); return; } //****************************************************************************80 void r8mat_transpose_print_some ( int m, int n, double a[], int ilo, int jlo, int ihi, int jhi, string title ) //****************************************************************************80 // // Purpose: // // R8MAT_TRANSPOSE_PRINT_SOME prints some of an R8MAT, transposed. // // Discussion: // // An R8MAT is a doubly dimensioned array of R8 values, stored as a vector // in column-major order. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 20 August 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int M, N, the number of rows and columns. // // Input, double A[M*N], an M by N matrix to be printed. // // Input, int ILO, JLO, the first row and column to print. // // Input, int IHI, JHI, the last row and column to print. // // Input, string TITLE, a title. // { # define INCX 5 int i; int i2; int i2hi; int i2lo; int inc; int j; int j2hi; int j2lo; cout << "\n"; cout << title << "\n"; for ( i2lo = i4_max ( ilo, 1 ); i2lo <= i4_min ( ihi, m ); i2lo = i2lo + INCX ) { i2hi = i2lo + INCX - 1; i2hi = i4_min ( i2hi, m ); i2hi = i4_min ( i2hi, ihi ); inc = i2hi + 1 - i2lo; cout << "\n"; cout << " Row: "; for ( i = i2lo; i <= i2hi; i++ ) { cout << setw(7) << i - 1 << " "; } cout << "\n"; cout << " Col\n"; cout << "\n"; j2lo = i4_max ( jlo, 1 ); j2hi = i4_min ( jhi, n ); for ( j = j2lo; j <= j2hi; j++ ) { cout << setw(5) << j - 1 << ":"; for ( i2 = 1; i2 <= inc; i2++ ) { i = i2lo - 1 + i2; cout << setw(14) << a[(i-1)+(j-1)*m]; } cout << "\n"; } } return; # undef INCX } //****************************************************************************80 void r8mat_write ( string output_filename, int m, int n, double table[] ) //****************************************************************************80 // // Purpose: // // R8MAT_WRITE writes an R8MAT file. // // Discussion: // // An R8MAT is an array of R8's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 June 2009 // // Author: // // John Burkardt // // Parameters: // // Input, string OUTPUT_FILENAME, the output filename. // // Input, int M, the spatial dimension. // // Input, int N, the number of points. // // Input, double TABLE[M*N], the data. // { int i; int j; ofstream output; // // Open the file. // output.open ( output_filename.c_str ( ) ); if ( !output ) { cerr << "\n"; cerr << "R8MAT_WRITE - Fatal error!\n"; cerr << " Could not open the output file.\n"; exit ( 1 ); } // // Write the data. // for ( j = 0; j < n; j++ ) { for ( i = 0; i < m; i++ ) { output << " " << setw(24) << setprecision(16) << table[i+j*m]; } output << "\n"; } // // Close the file. // output.close ( ); return; } //****************************************************************************80 void r8vec_copy ( int n, double a1[], double a2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_COPY copies an R8VEC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vectors. // // Input, double A1[N], the vector to be copied. // // Input, double A2[N], the copy of A1. // { int i; for ( i = 0; i < n; i++ ) { a2[i] = a1[i]; } return; } //****************************************************************************80 double r8vec_diff_norm ( int n, double a[], double b[] ) //****************************************************************************80 // // Purpose: // // R8VEC_DIFF_NORM returns the L2 norm of the difference of R8VEC's. // // Discussion: // // An R8VEC is a vector of R8's. // // The vector L2 norm is defined as: // // R8VEC_NORM_L2 = sqrt ( sum ( 1 <= I <= N ) A(I)**2 ). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 March 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in A. // // Input, double A[N], B[N], the vectors. // // Output, double R8VEC_DIFF_NORM, the L2 norm of A - B. // { int i; double value; value = 0.0; for ( i = 0; i < n; i++ ) { value = value + ( a[i] + b[i] ) * ( a[i] - b[i] ); } value = sqrt ( value ); return value; } //****************************************************************************80 double r8vec_dot_product ( int n, double a1[], double a2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_DOT_PRODUCT computes the dot product of a pair of R8VEC's. // // Discussion: // // An R8VEC is a vector of R8's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vectors. // // Input, double A1[N], A2[N], the two vectors to be considered. // // Output, double R8VEC_DOT_PRODUCT, the dot product of the vectors. // { int i; double value; value = 0.0; for ( i = 0; i < n; i++ ) { value = value + a1[i] * a2[i]; } return value; } //****************************************************************************80 bool r8vec_eq ( int n, double a1[], double a2[] ) //****************************************************************************80 // // Purpose: // // R8VEC_EQ is true if every pair of entries in two R8VEC's is equal. // // Discussion: // // An R8VEC is a vector of R8's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 28 August 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the vectors. // // Input, double A1[N], A2[N], two vectors to compare. // // Output, bool R8VEC_EQ, is TRUE if every pair of elements A1(I) // and A2(I) are equal, and FALSE otherwise. // { int i; for ( i = 0; i < n; i++ ) { if ( a1[i] != a2[i] ) { return false; } } return true; } //****************************************************************************80 double r8vec_norm ( int n, double a[] ) //****************************************************************************80 // // Purpose: // // R8VEC_NORM returns the L2 norm of an R8VEC. // // Discussion: // // An R8VEC is a vector of R8's. // // The vector L2 norm is defined as: // // R8VEC_NORM = sqrt ( sum ( 1 <= I <= N ) A(I)**2 ). // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 01 March 2003 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in A. // // Input, double A[N], the vector whose L2 norm is desired. // // Output, double R8VEC_NORM, the L2 norm of A. // { int i; double v; v = 0.0; for ( i = 0; i < n; i++ ) { v = v + a[i] * a[i]; } v = sqrt ( v ); return v; } //****************************************************************************80 void r8vec_polarize ( int n, double a[], double p[], double a_normal[], double a_parallel[] ) //****************************************************************************80 // // Purpose: // // R8VEC_POLARIZE decomposes an R8VEC into normal and parallel components. // // Discussion: // // An R8VEC is a vector of R8's. // // The (nonzero) vector P defines a direction. // // The vector A can be written as the sum // // A = A_normal + A_parallel // // where A_parallel is a linear multiple of P, and A_normal // is perpendicular to P. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 September 2005 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of entries in the array. // // Input, double A[N], the vector to be polarized. // // Input, double P[N], the polarizing direction. // // Output, double A_NORMAL[N], A_PARALLEL[N], the normal // and parallel components of A. // { double a_dot_p; int i; double p_norm; p_norm = r8vec_norm ( n, p ); if ( p_norm == 0.0 ) { for ( i = 0; i < n; i++ ) { a_normal[i] = a[i]; } for ( i = 0; i < n; i++ ) { a_parallel[i] = 0.0; } return; } a_dot_p = r8vec_dot_product ( n, a, p ) / p_norm; for ( i = 0; i < n; i++ ) { a_parallel[i] = a_dot_p * p[i] / p_norm; } for ( i = 0; i < n; i++ ) { a_normal[i] = a[i] - a_parallel[i]; } return; } //****************************************************************************80 void r8vec_print ( int n, double a[], string title ) //****************************************************************************80 // // Purpose: // // R8VEC_PRINT prints an R8VEC. // // Discussion: // // An R8VEC is a vector of R8's. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 16 August 2004 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of components of the vector. // // Input, double A[N], the vector to be printed. // // Input, string TITLE, a title. // { int i; cout << "\n"; cout << title << "\n"; cout << "\n"; for ( i = 0; i < n; i++ ) { cout << " " << setw(8) << i << ": " << setw(14) << a[i] << "\n"; } return; } //****************************************************************************80 double *sphere_cubed_ijk_to_xyz_old ( int n, int i, int j, int k ) //****************************************************************************80 // // Purpose: // // SPHERE_CUBED_IJK_TO_XYZ_OLD: cubed sphere IJK to XYZ coordinates. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sections into which each // face of the cube is to be divided. // // Input, int I, J, K, indices between 0 and N. Normally, // at least one of the indices should have the value 0 or N. // // Output, double SPHERE_CUBED_IJK_TO_XYZ_OLD[3], coordinates of the point. // { const double pi = 3.141592653589793; double xc; double *xyz; double xyzn; double yc; double zc; xyz = new double[3]; if ( i == 0 ) { xc = -1.0; } else if ( i == n ) { xc = +1.0; } else { xc = tan ( ( double ) ( 2 * i - n ) * 0.25 * pi / ( double ) ( n ) ); } if ( j == 0 ) { yc = -1.0; } else if ( j == n ) { yc = +1.0; } else { yc = tan ( ( double ) ( 2 * j - n ) * 0.25 * pi / ( double ) ( n ) ); } if ( k == 0 ) { zc = -1.0; } else if ( k == n ) { zc = +1.0; } else { zc = tan ( ( double ) ( 2 * k - n ) * 0.25 * pi / ( double ) ( n ) ); } xyzn = sqrt ( xc * xc + yc * yc + zc * zc ); xyz[0] = xc / xyzn; xyz[1] = yc / xyzn; xyz[2] = zc / xyzn; return xyz; } //****************************************************************************80 void sphere_cubed_ijk_to_xyz ( int n, int i, int j, int k, double *xyz ) //****************************************************************************80 // // Purpose: // // SPHERE_CUBED_IJK_TO_XYZ: cubed sphere IJK to XYZ coordinates. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sections into which each // face of the cube is to be divided. // // Input, int I, J, K, indices between 0 and N. Normally, // at least one of the indices should have the value 0 or N. // // Output, double XYZ[3], coordinates of the point. // { const double pi = 3.141592653589793; double xc; double xyzn; double yc; double zc; if ( i == 0 ) { xc = -1.0; } else if ( i == n ) { xc = +1.0; } else { xc = tan ( ( double ) ( 2 * i - n ) * 0.25 * pi / ( double ) ( n ) ); } if ( j == 0 ) { yc = -1.0; } else if ( j == n ) { yc = +1.0; } else { yc = tan ( ( double ) ( 2 * j - n ) * 0.25 * pi / ( double ) ( n ) ); } if ( k == 0 ) { zc = -1.0; } else if ( k == n ) { zc = +1.0; } else { zc = tan ( ( double ) ( 2 * k - n ) * 0.25 * pi / ( double ) ( n ) ); } xyzn = sqrt ( xc * xc + yc * yc + zc * zc ); xyz[0] = xc / xyzn; xyz[1] = yc / xyzn; xyz[2] = zc / xyzn; return; } //****************************************************************************80 int sphere_cubed_line_num ( int n ) //****************************************************************************80 // // Purpose: // // SPHERE_CUBED_LINE_NUM counts lines on a cubed sphere grid. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 11 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sections into which each // face of the cube is to be divided. // // Output, int LINE_NUM, the number of lines. // { int line_num; line_num = 0; // // If N = 1, the corners form 12 lines. // if ( n == 1 ) { line_num = 12; return line_num; } // // If 1 < N, each of 8 corners connects to three neighboring edges. // else { line_num = line_num + 8 * 3; } // // If 2 < N, then each of the 12 edges includes lines. // if ( 2 < n ) { line_num = line_num + 12 * ( n - 2 ); } // // Lines that belong to one of the six faces. // if ( 1 < n ) { line_num = line_num + 6 * 2 * n * ( n - 1 ); } return line_num; } //****************************************************************************80 double *sphere_cubed_lines ( int n, int line_num ) //****************************************************************************80 // // Purpose: // // SPHERE_CUBED_LINES computes the lines on a cubed sphere grid. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 15 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sections into which // each face of the cube is to be divided. // // Input, int LINE_NUM, the number of lines. // // Output, double SPHERE_CUBED_LINES[3*2*LINE_NUM], distinct points // on the unit sphere generated by a cubed sphere grid. // { int i; int j; int l; double *line_data; line_data = new double[3*2*line_num]; l = 0; // // If N = 1, the corners form 12 lines. // if ( n == 1 ) { sphere_cubed_ijk_to_xyz ( n, 0, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, 0, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, n, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, n, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, 0, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, 0, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, 0, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, 0, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, n, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, n, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, n, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, n, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, 0, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, 0, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, 0, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, n, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, n, n, line_data+0+1*3+l*6 ); l = l + 1; return line_data; } // // If 1 < N, each of 8 corners connects to three neighboring edges. // else { sphere_cubed_ijk_to_xyz ( n, 0, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 1, 0, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, 1, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, 0, 1, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n-1, 0, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, 1, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, 0, 1, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n-1, n, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, n-1, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, n, 1, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 1, n, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, n-1, 0, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, n, 1, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, 0, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 1, 0, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, 0, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, 1, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, 0, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, 0, n-1, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, 0, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n-1, 0, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, 0, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, 1, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, 0, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, 0, n-1, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, n, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n-1, n, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, n, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, n-1, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, n, n, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, n, n-1, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, n, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 1, n, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, n, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, n-1, n, line_data+0+1*3+l*6 ); l = l + 1; sphere_cubed_ijk_to_xyz ( n, 0, n, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, n, n-1, line_data+0+1*3+l*6 ); l = l + 1; } // // If 2 < N, then each of the 12 edges includes lines. // if ( 2 < n ) { for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, i, 0, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, i+1, 0, 0, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, n, i, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, i+1, 0, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, n-i, n, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n-i-1, n, 0, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, 0, n-i, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, n-i-1, 0, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, i, 0, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, i+1, 0, n, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, n, i, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, i+1, n, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, n-i, n, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n-i-1, n, n, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, 0, n-i, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, n-i-1, n, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, 0, 0, i, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, 0, i+1, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, n, 0, i, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, 0, i+1, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, n, n, i, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, n, i+1, line_data+0+1*3+l*6 ); l = l + 1; } for ( i = 1; i <= n - 2; i++ ) { sphere_cubed_ijk_to_xyz ( n, 0, n, i, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, n, i+1, line_data+0+1*3+l*6 ); l = l + 1; } } // // Lines that belong to one of the six faces. // if ( 1 < n ) { // // 000, nn0 // for ( i = 1; i <= n - 1; i++ ) { for ( j = 0; j <= n - 1; j++ ) { sphere_cubed_ijk_to_xyz ( n, i, j, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, i, j+1, 0, line_data+0+1*3+l*6 ); l = l + 1; } } for ( j = 1; j <= n - 1; j++ ) { for ( i = 0; i <= n - 1; i++ ) { sphere_cubed_ijk_to_xyz ( n, i, j, 0, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, i+1, j, 0, line_data+0+1*3+l*6 ); l = l + 1; } } // // 00n, nnn // for ( i = 1; i <= n - 1; i++ ) { for ( j = 0; j <= n - 1; j++ ) { sphere_cubed_ijk_to_xyz ( n, i, j, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, i, j+1, n, line_data+0+1*3+l*6 ); l = l + 1; } } for ( j = 1; j <= n - 1; j++ ) { for ( i = 0; i <= n - 1; i++ ) { sphere_cubed_ijk_to_xyz ( n, i, j, n, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, i+1, j, n, line_data+0+1*3+l*6 ); l = l + 1; } } // // 000:n0n // for ( i = 1; i <= n - 1; i++ ) { for ( j = 0; j <= n - 1; j++ ) { sphere_cubed_ijk_to_xyz ( n, i, 0, j, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, i, 0, j+1, line_data+0+1*3+l*6 ); l = l + 1; } } for ( j = 1; j <= n - 1; j++ ) { for ( i = 0; i <= n - 1; i++ ) { sphere_cubed_ijk_to_xyz ( n, i, 0, j, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, i+1, 0, j, line_data+0+1*3+l*6 ); l = l + 1; } } // // 0n0:nnn // for ( i = 1; i <= n - 1; i++ ) { for ( j = 0; j <= n - 1; j++ ) { sphere_cubed_ijk_to_xyz ( n, i, n, j, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, i, n, j+1, line_data+0+1*3+l*6 ); l = l + 1; } } for ( j = 1; j <= n - 1; j++ ) { for ( i = 0; i <= n - 1; i++ ) { sphere_cubed_ijk_to_xyz ( n, i, n, j, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, i+1, n, j, line_data+0+1*3+l*6 ); l = l + 1; } } // // 000:0nn // for ( i = 1; i <= n - 1; i++ ) { for ( j = 0; j <= n - 1; j++ ) { sphere_cubed_ijk_to_xyz ( n, 0, i, j, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, i, j+1, line_data+0+1*3+l*6 ); l = l + 1; } } for ( j = 1; j <= n - 1; j++ ) { for ( i = 0; i <= n - 1; i++ ) { sphere_cubed_ijk_to_xyz ( n, 0, i, j, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, 0, i+1, j, line_data+0+1*3+l*6 ); l = l + 1; } } // // n00:nnn // for ( i = 1; i <= n - 1; i++ ) { for ( j = 0; j <= n - 1; j++ ) { sphere_cubed_ijk_to_xyz ( n, n, i, j, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, i, j+1, line_data+0+1*3+l*6 ); l = l + 1; } } for ( j = 1; j <= n - 1; j++ ) { for ( i = 0; i <= n - 1; i++ ) { sphere_cubed_ijk_to_xyz ( n, n, i, j, line_data+0+0*3+l*6 ); sphere_cubed_ijk_to_xyz ( n, n, i+1, j, line_data+0+1*3+l*6 ); l = l + 1; } } } if ( l != line_num ) { cerr << "\n"; cerr << "SPHERE_CUBED_LINES - Fatal error!\n"; cerr << " LINE_NUM = " << line_num << "\n"; cerr << " L = " << l << "n"; exit ( 1 ); } return line_data; } //****************************************************************************80 double *sphere_cubed_points ( int n, int ns ) //****************************************************************************80 // // Purpose: // // SPHERE_CUBED_POINTS computes the points on a cubed sphere grid. // // Discussion: // // For a value of N = 3, for instance, each of the 6 cube faces will // be divided into 3 sections, so that a single cube face will have // (3+1)x(3+1) points: // // X---X---X---X // | 1 | 4 | 7 | // X---X---X---X // | 2 | 5 | 8 | // X---X---X---X // | 3 | 6 | 9 | // X---X---X---X // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sections into which each // face of the cube is to be divided. // // Input, int NS, the number of points. // // Output, double SPHERE_CUBED_POINTS[3*NS], distinct points on the // unit sphere generated by a cubed sphere grid. // { int ns2; double *xyz; xyz = new double[3*ns]; ns2 = 0; // // Bottom full. // sphere_cubed_points_face ( n, 0, 0, 0, n, n, 0, ns2, xyz ); // // To avoid repetition, draw the middles as grids of n-2 x n-1 points. // sphere_cubed_points_face ( n, 0, 0, 1, 0, n-1, n-1, ns2, xyz ); sphere_cubed_points_face ( n, 0, n, 1, n-1, n, n-1, ns2, xyz ); sphere_cubed_points_face ( n, n, 1, 1, n, n, n-1, ns2, xyz ); sphere_cubed_points_face ( n, 1, 0, 1, n, 0, n-1, ns2, xyz ); // // Top full. // sphere_cubed_points_face ( n, 0, 0, n, n, n, n, ns2, xyz ); if ( ns2 != ns ) { cerr << "\n"; cerr << "SPHERE_CUBED_POINTS - Fatal error\n"; cerr << " Expected to generated NS = " << ns << " points.\n"; cerr << " Generated " << ns2 << " points.\n"; exit ( 1 ); } return xyz; } //****************************************************************************80 void sphere_cubed_points_face ( int n, int i1, int j1, int k1, int i2, int j2, int k2, int &ns, double xyz[] ) //****************************************************************************80 // // Purpose: // // SPHERE_CUBED_POINTS_FACE: points on one face of a cubed sphere grid. // // Discussion: // // This routine starts with NS = 0, and is called repeatedly to // add points for another face. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 04 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sections into which each face // of the cube is to be divided. // // Input, int I1, J1, K1, I2, J2, K2, the logical indices, // between 0 and N, of two corners of the face grid. It is guaranteed that // I1 <= I2, J1 <= J2, and K1 <= K2. // // Input/output, int &NS, the number of points. // // Input/output, double XYZ[3*NS], distinct points on the unit sphere // generated by a cubed sphere grid. // { int i; int j; int k; const double pi = 3.141592653589793; double xyzn; double xc; double yc; double zc; for ( i = i1; i <= i2; i++ ) { if ( i1 < i2 ) { xc = tan ( ( double ) ( 2 * i - n ) * 0.25 * pi / ( double ) ( n ) ); } else if ( i1 == 0 ) { xc = -1.0; } else if ( i1 == n ) { xc = +1.0; } else { xc = 0.0; } for ( j = j1; j <= j2; j++ ) { if ( j1 < j2 ) { yc = tan ( ( double ) ( 2 * j - n ) * 0.25 * pi / ( double ) ( n ) ); } else if ( j1 == 0 ) { yc = -1.0; } else if ( j1 == n ) { yc = +1.0; } else { yc = 0.0; } for ( k = k1; k <= k2; k++ ) { if ( k1 < k2 ) { zc = tan ( ( double ) ( 2 * k - n ) * 0.25 * pi / ( double ) ( n ) ); } else if ( k1 == 0 ) { zc = -1.0; } else if ( k1 == n ) { zc = +1.0; } else { zc = 0.0; } xyzn = sqrt ( xc * xc + yc * yc + zc * zc ); xyz[0+ns*3] = xc / xyzn; xyz[1+ns*3] = yc / xyzn; xyz[2+ns*3] = zc / xyzn; ns = ns + 1; } } } return; } //****************************************************************************80 int sphere_cubed_point_num ( int n ) //****************************************************************************80 // // Purpose: // // SPHERE_CUBED_POINT_NUM counts the points on a cubed sphere grid. // // Discussion: // // For a value of N = 3, for instance, each of the 6 cube faces will // be divided into 3 sections, so that a single cube face will have // (3+1)x(3+1) points: // // X---X---X---X // | 1 | 4 | 7 | // X---X---X---X // | 2 | 5 | 8 | // X---X---X---X // | 3 | 6 | 9 | // X---X---X---X // // The number of points is simply (N+1)^3 - (N-1)^3. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of sections into which // each face of the cube is to be divided. // // Output, int SPHERE_CUBED_POINT_NUM, the number of points. // { int ns; ns = i4_power ( n + 1, 3 ) - i4_power ( n - 1, 3 ); return ns; } //****************************************************************************80 double sphere_distance_xyz ( double xyz1[3], double xyz2[3] ) //****************************************************************************80 // // Purpose: // // SPHERE_DISTANCE_XYZ computes great circle distances on a sphere. // // Discussion: // // XYZ coordinates are used. // // We assume the points XYZ1 and XYZ2 lie on the same sphere. // // This computation is a special form of the Vincenty formula. // It should be less sensitive to errors associated with very small // or very large angular separations. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2010 // // Author: // // John Burkardt // // Reference: // // "Great-circle distance", // Wikipedia. // // Parameters: // // Input, double XYZ1[3], the coordinates of the first point. // // Input, double XYZ2[3], the coordinates of the second point. // // Output, double DIST, the great circle distance between the points. // { double bot; double dist; double lat1; double lat2; double lon1; double lon2; double r; double top; r = r8vec_norm ( 3, xyz1 ); lat1 = arc_sine ( xyz1[2] ); lon1 = atan4 ( xyz1[1], xyz1[0] ); lat2 = arc_sine ( xyz2[2] ); lon2 = atan4 ( xyz2[1], xyz2[0] ); top = pow ( cos ( lat2 ) * sin ( lon1 - lon2 ), 2 ) + pow ( cos ( lat1 ) * sin ( lat2 ) - sin ( lat1 ) * cos ( lat2 ) * cos ( lon1 - lon2 ), 2 ); top = sqrt ( top ); bot = sin ( lat1 ) * sin ( lat2 ) + cos ( lat1 ) * cos ( lat2 ) * cos ( lon1 - lon2 ); dist = r * atan2 ( top, bot ); return dist; } //****************************************************************************80 int *sphere_grid_q4 ( int lat_num, int long_num ) //****************************************************************************80 // // Purpose: // // SPHERE_GRID_Q4: rectangular grid on a sphere. // // Discussion: // // The point numbering system is the same used in SPHERE_GRIDPOINTS, // and that routine may be used to compute the coordinates of the points. // // A sphere in 3D satisfies the equation: // // sum ( ( P(1:DIM_NUM) - PC(1:DIM_NUM) )^2 ) = R * R // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int LAT_NUM, the number of "rows" of rectangles to // be created. LAT_NUM must be at least 2. // // Input, int LONG_NUM, the number of "columns" of // rectangles to be created. // // Output, int SPHERE_GRID_Q4[4*LAT_NUM*LONG_NUM], // the indices of the nodes that make up each rectangle. // { int i; int j; int n; int n_max; int n_min; int ne; int nw; int s; int s_max; int s_min; int se; int sw; int *rectangle_node; int rectangle_num; rectangle_node = new int[4*(lat_num*long_num)]; rectangle_num = 0; // // The first row. // n = 0; sw = 1; se = sw + 1; s_min = 1; s_max = long_num; for ( j = 1; j <= long_num; j++ ) { rectangle_node[0+rectangle_num*4] = sw; rectangle_node[1+rectangle_num*4] = se; rectangle_node[2+rectangle_num*4] = n; rectangle_node[3+rectangle_num*4] = n; rectangle_num = rectangle_num + 1; sw = se; if ( se == s_max ) { se = s_min; } else { se = se + 1; } } // // The intermediate rows. // for ( i = 2; i < lat_num; i++ ) { n_max = s_max; n_min = s_min; s_max = s_max + long_num; s_min = s_min + long_num; nw = n_min; ne = nw + 1; sw = s_min; se = sw + 1; for ( j = 1; j <= long_num; j++ ) { rectangle_node[0+rectangle_num*4] = sw; rectangle_node[1+rectangle_num*4] = se; rectangle_node[2+rectangle_num*4] = ne; rectangle_node[3+rectangle_num*4] = nw; rectangle_num = rectangle_num + 1; sw = se; nw = ne; if ( se == s_max ) { se = s_min; } else { se = se + 1; } if ( ne == n_max ) { ne = n_min; } else { ne = ne + 1; } } } // // The last row. // n_max = s_max; n_min = s_min; s = n_max + 1; nw = n_min; ne = nw + 1; for ( j = 1; j <= long_num; j++ ) { rectangle_node[0+rectangle_num*4] = ne; rectangle_node[1+rectangle_num*4] = nw; rectangle_node[2+rectangle_num*4] = s; rectangle_node[3+rectangle_num*4] = s; rectangle_num = rectangle_num + 1; nw = ne; if ( ne == n_max ) { ne = n_min; } else { ne = ne + 1; } } return rectangle_node; } //****************************************************************************80 int *sphere_grid_t3 ( int lat_num, int long_num ) //****************************************************************************80 // // Purpose: // // SPHERE_GRID_T3 produces a triangle grid on a sphere. // // Discussion: // // I want to convert this to 0-based indexing. However, my first attempt // to modify the internal coding to compute the 0-based indexes directly // was a failure. So I reverted to computing 1-based node indices, // and then subtracting 1. You would think this would be easy to fix. // // The point numbering system is the same used in SPHERE_GRIDPOINTS, // and that routine may be used to compute the coordinates of the points. // // A sphere in 3D satisfies the equation: // // sum ( ( P(1:DIM_NUM) - pc(1:DIM_NUM) )^2 ) = R * R // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 30 August 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int LAT_NUM, LONG_NUM, the number of latitude // and longitude lines to draw. The latitudes do not include the North // and South poles, which will be included automatically, so LAT_NUM = 5, // for instance, will result in points along 7 lines of latitude. // // Output, int SPHERE_GRID_T3[3*2*(LAT_NUM+1)*LONG_NUM], the // triangle vertices. // { int i; int j; int n; int n_max; int n_min; int ne; int nw; int s; int s_max; int s_min; int se; int sw; int *triangle_node; int triangle_num; triangle_node = new int[3*2*(lat_num+1)*long_num]; triangle_num = 0; // // The first row. // //n = 0; //sw = 1; //se = sw + 1; //s_min = 1; //s_max = long_num; n = 1; sw = 2; se = sw + 1; s_min = 2; s_max = long_num + 1; for ( j = 0; j < long_num; j++ ) { triangle_node[0+triangle_num*3] = sw - 1; triangle_node[1+triangle_num*3] = se - 1; triangle_node[2+triangle_num*3] = n - 1; triangle_num = triangle_num + 1; sw = se; if ( se == s_max ) { se = s_min; } else { se = se + 1; } } // // The intermediate rows. // for ( i = 1; i <= lat_num; i++ ) { n_max = s_max; n_min = s_min; s_max = s_max + long_num; s_min = s_min + long_num; nw = n_min; ne = nw + 1; sw = s_min; se = sw + 1; for ( j = 0; j < long_num; j++ ) { triangle_node[0+triangle_num*3] = sw - 1; triangle_node[1+triangle_num*3] = se - 1; triangle_node[2+triangle_num*3] = nw - 1; triangle_num = triangle_num + 1; triangle_node[0+triangle_num*3] = ne - 1; triangle_node[1+triangle_num*3] = nw - 1; triangle_node[2+triangle_num*3] = se - 1; triangle_num = triangle_num + 1; sw = se; nw = ne; if ( se == s_max ) { se = s_min; } else { se = se + 1; } if ( ne == n_max ) { ne = n_min; } else { ne = ne + 1; } } } // // The last row. // n_max = s_max; n_min = s_min; s = n_max + 1; nw = n_min; ne = nw + 1; for ( j = 0; j < long_num; j++ ) { triangle_node[0+triangle_num*3] = ne - 1; triangle_node[1+triangle_num*3] = nw - 1; triangle_node[2+triangle_num*3] = s - 1; triangle_num = triangle_num + 1; nw = ne; if ( ne == n_max ) { ne = n_min; } else { ne = ne + 1; } } return triangle_node; } //****************************************************************************80 int sphere_icos_edge_num ( int factor ) //****************************************************************************80 // // Purpose: // // SPHERE_ICOS_EDGE_NUM sizes an icosahedral grid on a sphere. // // Discussion: // // With FACTOR = 1, the grid has 20 triangular faces, 30 edges, and 12 nodes. // // With FACTOR = 2, each triangle of the icosahedron is subdivided into // 2x2 subtriangles, resulting in 80 faces, 120 edges, and // 42 = 12 + 20 * 3 * (1)/2 + 20 * 0 ) nodes. // // With FACTOR = 3, each triangle of the icosahedron is subdivided into // 3x3 subtriangles, resulting in 180 faces, 270 edges and // 92 ( = 12 + 20 * 3 * (2)/2 + 20 * 1 ) nodes. // // In general, each triangle is subdivided into FACTOR*FACTOR subtriangles, // resulting in 20 * FACTOR * FACTOR faces, 30 * FACTOR * FACTOR edges, and // 12 // + 20 * 3 * (FACTOR-1) / 2 // + 20 * (FACTOR-2) * (FACTOR-1) / 2 nodes. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int FACTOR, the subdivision factor, which must // be at least 1. // // Output, int SPHERE_ICOS_EDGE_NUM, the number of edges. // { int edge_num; edge_num = 30 * factor * factor; return edge_num; } //****************************************************************************80 int sphere_icos_face_num ( int factor ) //****************************************************************************80 // // Purpose: // // SPHERE_ICOS_FACE_NUM sizes an icosahedral grid on a sphere. // // Discussion: // // With FACTOR = 1, the grid has 20 triangular faces, 30 edges, and 12 nodes. // // With FACTOR = 2, each triangle of the icosahedron is subdivided into // 2x2 subtriangles, resulting in 80 faces, 120 edges, and // 42 = 12 + 20 * 3 * (1)/2 + 20 * 0 ) nodes. // // With FACTOR = 3, each triangle of the icosahedron is subdivided into // 3x3 subtriangles, resulting in 180 faces, 270 edges and // 92 ( = 12 + 20 * 3 * (2)/2 + 20 * 1 ) nodes. // // In general, each triangle is subdivided into FACTOR*FACTOR subtriangles, // resulting in 20 * FACTOR * FACTOR faces, 30 * FACTOR * FACTOR edges, and // 12 // + 20 * 3 * (FACTOR-1) / 2 // + 20 * (FACTOR-2) * (FACTOR-1) / 2 nodes. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int FACTOR, the subdivision factor, which must // be at least 1. // // Output, int SPHERE_ICOS_FACE_NUM, the number of faces. // { int face_num; face_num = 20 * factor * factor; return face_num; } //****************************************************************************80 int sphere_icos_point_num ( int factor ) //****************************************************************************80 // // Purpose: // // SPHERE_ICOS_POINT_NUM sizes an icosahedral grid on a sphere. // // Discussion: // // With FACTOR = 1, the grid has 20 triangular faces, 30 edges, and 12 nodes. // // With FACTOR = 2, each triangle of the icosahedron is subdivided into // 2x2 subtriangles, resulting in 80 faces, 120 edges, and // 42 = 12 + 20 * 3 * (1)/2 + 20 * 0 ) nodes. // // With FACTOR = 3, each triangle of the icosahedron is subdivided into // 3x3 subtriangles, resulting in 180 faces, 270 edges and // 92 ( = 12 + 20 * 3 * (2)/2 + 20 * 1 ) nodes. // // In general, each triangle is subdivided into FACTOR*FACTOR subtriangles, // resulting in 20 * FACTOR * FACTOR faces, 30 * FACTOR * FACTOR edges, and // 12 // + 20 * 3 * (FACTOR-1) / 2 // + 20 * (FACTOR-2) * (FACTOR-1) / 2 nodes. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int FACTOR, the subdivision factor, which must // be at least 1. // // Output, int SPHERE_ICOS_POINT_NUM, the number of points. // { int point_num; point_num = 12 + 10 * 3 * ( factor - 1 ) + 10 * ( factor - 2 ) * ( factor - 1 ); return point_num; } //****************************************************************************80 double *sphere_icos1_points ( int factor, int node_num ) //****************************************************************************80 // // Purpose: // // SPHERE_ICOS1_POINTS returns icosahedral grid points on a sphere. // // Discussion: // // With FACTOR = 1, the grid has 20 triangular faces and 12 nodes. // // With FACTOR = 2, each triangle of the icosahedron is subdivided into // 2x2 subtriangles, resulting in 80 faces and // 42 = 12 + 20 * 3 * (1)/2 + 20 * 0 ) nodes. // // With FACTOR = 3, each triangle of the icosahedron is subdivided into // 3x3 subtriangles, resulting in 180 faces and // 92 ( = 12 + 20 * 3 * (2)/2 + 20 * 1 ) nodes. // // In general, each triangle is subdivided into FACTOR*FACTOR subtriangles, // resulting in 20 * FACTOR * FACTOR faces and // 12 // + 20 * 3 * (FACTOR-1) / 2 // + 20 * (FACTOR-2) * (FACTOR-1) / 2 nodes. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 22 July 2007 // // Author: // // John Burkardt // // Parameters: // // Input, int FACTOR, the subdivision factor, which must // be at least 1. // // Input, int NODE_NUM, the number of nodes, as reported // by SPHERE_GRID_ICOS_NUM. // // Output, double SPHERE_ICOS1_POINTS[3*NODE_NUM], the node coordinates. // // Local Parameters: // // POINT_NUM, EDGE_NUM, FACE_NUM and FACE_ORDER_MAX are counters // associated with the icosahedron, and POINT_COORD, EDGE_POINT, // FACE_ORDER and FACE_POINT are data associated with the icosahedron. // We need to refer to this data to generate the grid. // // NODE counts the number of nodes we have generated so far. At the // end of the routine, it should be equal to NODE_NUM. // { int a; int b; int c; int dim; int edge; int edge_num; int *edge_point; int f; int f1; int f2; int face; int face_num; int *face_order; int *face_point; int face_order_max; int node; double node_norm; double *node_xyz; int point; double *point_coord; int point_num; node_xyz = new double[3*node_num]; // // Size the icosahedron. // icos_num ( &point_num, &edge_num, &face_num, &face_order_max ); // // Set the icosahedron. // point_coord = new double[3*point_num]; edge_point = new int[2*edge_num]; face_order = new int[face_num]; face_point = new int[face_order_max*face_num]; icos_shape ( point_num, edge_num, face_num, face_order_max, point_coord, edge_point, face_order, face_point ); // // Generate the point coordinates. // // A. Points that are the icosahedral vertices. // node = 0; for ( point = 0; point < point_num; point++ ) { for ( dim = 0; dim < 3; dim++ ) { node_xyz[dim+node*3] = point_coord[dim+point*3]; } node = node + 1; } // // B. Points in the icosahedral edges, at // 1/FACTOR, 2/FACTOR, ..., (FACTOR-1)/FACTOR. // for ( edge = 0; edge < edge_num; edge++ ) { a = edge_point[0+edge*2]; b = edge_point[1+edge*2]; for ( f = 1; f < factor; f++ ) { for ( dim = 0; dim < 3; dim++ ) { node_xyz[dim+node*3] = ( ( double ) ( factor - f ) * point_coord[dim+a*3] + ( double ) ( f ) * point_coord[dim+b*3] ) / ( double ) ( factor ); } node_norm = r8vec_norm ( 3, node_xyz+node*3 ); for ( dim = 0; dim < 3; dim++ ) { node_xyz[dim+node*3] = node_xyz[dim+node*3] / node_norm; } node = node + 1; } } // // C. Points in the icosahedral faces. // for ( face = 0; face < face_num; face++ ) { a = face_point[0+face*3]; b = face_point[1+face*3]; c = face_point[2+face*3]; for ( f1 = 1; f1 < factor; f1++ ) { for ( f2 = 1; f2 < factor - f1; f2++ ) { for ( dim = 0; dim < 3; dim++ ) { node_xyz[dim+node*3] = ( ( double ) ( factor - f1 - f2 ) * point_coord[dim+a*3] + ( double ) ( f1 ) * point_coord[dim+b*3] + ( double ) ( f2 ) * point_coord[dim+c*3] ) / ( double ) ( factor ); } node_norm = r8vec_norm ( 3, node_xyz+node*3 ); for ( dim = 0; dim < 3; dim++ ) { node_xyz[dim+node*3] = node_xyz[dim+node*3] / node_norm; } node = node + 1; } } } // // Discard allocated memory. // delete [] edge_point; delete [] face_order; delete [] face_point; delete [] point_coord; return node_xyz; } //****************************************************************************80 double *sphere_icos2_points ( int factor, int node_num ) //****************************************************************************80 // // Purpose: // // SPHERE_ICOS2_POINTS returns icosahedral grid points on a sphere. // // Discussion: // // With FACTOR = 1, the grid has 20 triangular faces and 12 nodes. // // With FACTOR = 2, each triangle of the icosahedron is subdivided into // 2x2 subtriangles, resulting in 80 faces and // 42 = 12 + 20 * 3 * (1)/2 + 20 * 0 ) nodes. // // With FACTOR = 3, each triangle of the icosahedron is subdivided into // 3x3 subtriangles, resulting in 180 faces and // 92 ( = 12 + 20 * 3 * (2)/2 + 20 * 1 ) nodes. // // In general, each triangle is subdivided into FACTOR*FACTOR subtriangles, // resulting in 20 * FACTOR * FACTOR faces and // 12 // + 20 * 3 * (FACTOR-1) / 2 // + 20 * (FACTOR-2) * (FACTOR-1) / 2 nodes. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int FACTOR, the subdivision factor, which must // be at least 1. // // Input, int NODE_NUM, the number of nodes, as reported // by SPHERE_IMP_GRID_ICOS_NUM. // // Output, double SPHERE_ICOS2_POINTS[3*NODE_NUM], the node coordinates. // // Local Parameters: // // POINT_NUM, EDGE_NUM, FACE_NUM and FACE_ORDER_MAX are counters // associated with the icosahedron, and POINT_COORD, EDGE_POINT, // FACE_ORDER and FACE_POINT are data associated with the icosahedron. // We need to refer to this data to generate the grid. // // NODE counts the number of nodes we have generated so far. At the // end of the routine, it should be equal to NODE_NUM. // { int a; double angle; double ab[3]; double ac[3]; double acn[3]; double acn_norm; double acp[3]; int b; double bn[3]; double bn_norm; double bp[3]; int c; double cn[3]; double cn_norm; double cp[3]; int edge; int edge_num; int *edge_point; int f; int fa; int fbc; int face; int face_num; int *face_order; int *face_point; int face_order_max; int i; int j; int node; double *node_xyz; double *point_coord; int point_num; double theta; double theta_ab; double theta_ac; double theta_bc; node_xyz = new double[3*node_num]; // // Size the icosahedron. // icos_num ( &point_num, &edge_num, &face_num, &face_order_max ); // // Set the icosahedron. // point_coord = new double[3*point_num]; edge_point = new int[2*edge_num]; face_order = new int[face_num]; face_point = new int[face_order_max*face_num]; icos_shape ( point_num, edge_num, face_num, face_order_max, point_coord, edge_point, face_order, face_point ); // // Generate the point coordinates. // // A. Points that are the icosahedral vertices. // node = 0; for ( j = 0; j < point_num; j++ ) { for ( i = 0; i < 3; i++ ) { node_xyz[i+j*3] = point_coord[i+j*3]; } node = node + 1; } // // B. Points in the icosahedral edges, at // 1/FACTOR, 2/FACTOR, ..., (FACTOR-1)/FACTOR. // for ( edge = 0; edge < edge_num; edge++ ) { a = edge_point[0+edge*2]; b = edge_point[1+edge*2]; // // Determine the "distance" = angle between points A and B. // theta = sphere_distance_xyz ( point_coord+a*3, point_coord+b*3 ); // // Polarize B into BP + BN and normalize BN. // r8vec_polarize ( 3, point_coord+b*3, point_coord+a*3, bn, bp ); bn_norm = r8vec_norm ( 3, bn ); for ( i = 0; i < 3; i++ ) { bn[i] = bn[i] / bn_norm; } // // March from A to B, by taking equally spaced angles from 0 to THETA. // F = 0 => ANGLE = 0 => A // F = FACTOR => ANGLE = THETA => B // for ( f = 1; f < factor; f++ ) { angle = ( ( double ) ( f ) * theta ) / ( double ) ( factor ); for ( i = 0; i < 3; i++ ) { node_xyz[i+node*3] = cos ( angle ) * point_coord[i+a*3] + sin ( angle ) * bn[i]; } node = node + 1; } } // // C. Points in the icosahedral faces. // for ( face = 0; face < face_num; face++ ) { a = face_point[0+face*3]; b = face_point[1+face*3]; c = face_point[2+face*3]; // // Determine the "distance" = angle between points A and B, A and C. // theta_ab = sphere_distance_xyz ( point_coord+a*3, point_coord+b*3 ); theta_ac = sphere_distance_xyz ( point_coord+a*3, point_coord+c*3 ); // // Polarize B = BP + BN and normalize BN, C = CP + CN, and normalize CN. // r8vec_polarize ( 3, point_coord+b*3, point_coord+a*3, bn, bp ); bn_norm = r8vec_norm ( 3, bn ); for ( i = 0; i < 3; i++ ) { bn[i] = bn[i] / bn_norm; } r8vec_polarize ( 3, point_coord+c*3, point_coord+a*3, cn, cp ); cn_norm = r8vec_norm ( 3, cn ); for ( i = 0; i < 3; i++ ) { cn[i] = cn[i] / cn_norm; } // // March AB from A to B: // FA = 0 => ANGLE = 0 => AB = A // FA = FACTOR => ANGLE = THETA_AB => AB = B // // March AC from A to C: // FA = 0 => ANGLE = 0 => AC = A // FA = FACTOR => ANGLE = THETA_AC => AC = C // for ( fa = 2; fa < factor; fa++ ) { // // Determine points AB and AC that use cos ( FA / FACTOR ) of A // and cos ( ( FACTOR - FA ) / FACTOR ) of B or C. // angle = ( (double ) ( fa ) * theta_ab ) / ( double ) ( factor ); for ( i = 0; i < 3; i++ ) { ab[i] = cos ( angle ) * point_coord[i+a*3] + sin ( angle ) * bn[i]; } angle = ( ( double ) ( fa ) * theta_ac ) / ( double ) ( factor ); for ( i = 0; i < 3; i++ ) { ac[i] = cos ( angle ) * point_coord[i+a*3] + sin ( angle ) * cn[i]; } // // Determine the "distance" = angle between points AB and AC. // theta_bc = sphere_distance_xyz ( ab, ac ); // // Polarize AC into ACP + ACN and normalize ACN. // r8vec_polarize ( 3, ac, ab, acn, acp ); acn_norm = r8vec_norm ( 3, acn ); for ( i = 0; i < 3; i++ ) { acn[i] = acn[i] / acn_norm; } // // The interval between AB and AC is broken into FA intervals. // Go from 1 to FA - 1. // for ( fbc = 1; fbc < fa; fbc++ ) { angle = ( ( double ) ( fbc ) * theta_bc ) / ( double ) ( fa ); for ( i = 0; i < 3; i++ ) { node_xyz[i+node*3] = cos ( angle ) * ab[i] + sin ( angle ) * acn[i]; } node = node + 1; } } } // // Discard allocated memory. // delete [] edge_point; delete [] face_order; delete [] face_point; delete [] point_coord; return node_xyz; } //****************************************************************************80 int sphere_line_project ( double r, double pc[3], int n, double p[], int maxpnt2, double pp[], double thetamin, double thetamax ) //****************************************************************************80 // // Purpose: // // SPHERE_LINE_PROJECT projects a line onto an implicit sphere. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // The line to be projected is specified as a sequence of points. // If two successive points subtend a small angle, then the second // point is essentially dropped. If two successive points subtend // a large angle, then intermediate points are inserted, so that // the projected line stays closer to the sphere. // // Note that if any P coincides with the center of the sphere, then // its projection is mathematically undefined. P will // be returned as PC. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 02 July 2005 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. If R is // zero, PP will be returned as PC, and if R is // negative, points will end up diametrically opposite from where // you would expect them for a positive R. // // Input, double PC[3], the coordinates of the center of the sphere. // // Input, int N, the number of points on the line that is // to be projected. // // Input, double P[3*N], the coordinates of the points // on the line that is to be projected. // // Input, int MAXPNT2, the maximum number of points on the projected // line. Even if the routine thinks that more points are needed, // no more than MAXPNT2 will be generated. // // Output, double PP[3*N2], the coordinates of the // points representing the projected line. The value N2 is returned // as the function value of this routine. These points lie on the // sphere. Successive points are separated by at least THETAMIN // radians, and by no more than THETAMAX radians. // // Input, double THETAMIN, THETAMAX, the minimum and maximum angular // projections allowed between successive projected points. // If two successive points on the original line have projections // separated by more than THETAMAX radians, then intermediate points // will be inserted, in an attempt to keep the line closer to the // sphere. If two successive points are separated by less than // THETAMIN radians, then the second point is dropped, and the // line from the first point to the next point is considered. // // Output, int SPHERE_LINE_PROJECT, the number of points on // the projected line. This value can be zero, if the line has an // angular projection of less than THETAMIN radians. // { # define DIM_NUM 3 double alpha; double ang3d; double dot; int i; int j; int nfill; int n2; double tnorm; double p1[DIM_NUM]; double p2[DIM_NUM]; double pi[DIM_NUM]; // // Check the input. // if ( r == 0.0 ) { n2 = 0; return n2; } r8vec_copy ( DIM_NUM, pc, p1 ); r8vec_copy ( DIM_NUM, pc, p2 ); n2 = 0; for ( i = 0; i < n; i++ ) { if ( r8vec_eq ( DIM_NUM, p, pc ) ) { } else { r8vec_copy ( DIM_NUM, p2, p1 ); alpha = sqrt ( pow ( p[0+i*3] - pc[0], 2 ) + pow ( p[1+i*3] - pc[1], 2 ) + pow ( p[2+i*3] - pc[2], 2 ) ); p2[0] = pc[0] + r * ( p[0+i*3] - pc[0] ) / alpha; p2[1] = pc[1] + r * ( p[1+i*3] - pc[1] ) / alpha; p2[2] = pc[2] + r * ( p[2+i*3] - pc[2] ) / alpha; // // If we haven't gotten any points yet, take this point as our start. // if ( n2 == 0 ) { pp[0+n2*3] = p2[0]; pp[1+n2*3] = p2[1]; pp[2+n2*3] = p2[2]; n2 = n2 + 1; } // // Compute the angular projection of P1 to P2. // else if ( 1 <= n2 ) { dot = ( p1[0] - pc[0] ) * ( p2[0] - pc[0] ) + ( p1[1] - pc[1] ) * ( p2[1] - pc[1] ) + ( p1[2] - pc[2] ) * ( p2[2] - pc[2] ); ang3d = arc_cosine ( dot / ( r * r ) ); // // If the angle is at least THETAMIN, (or it's the last point), // then we will draw a line segment. // if ( thetamin < fabs ( ang3d ) || i == n ) { // // Now we check to see if the line segment is too long. // if ( thetamax < fabs ( ang3d ) ) { nfill = ( int ) ( fabs ( ang3d ) / thetamax ); for ( j = 1; j < nfill; j++ ) { pi[0] = ( ( double ) ( nfill - j ) * ( p1[0] - pc[0] ) + ( double ) ( j ) * ( p2[0] - pc[0] ) ); pi[1] = ( ( double ) ( nfill - j ) * ( p1[1] - pc[1] ) + ( double ) ( j ) * ( p2[1] - pc[1] ) ); pi[2] = ( ( double ) ( nfill - j ) * ( p1[2] - pc[2] ) + ( double ) ( j ) * ( p2[2] - pc[2] ) ); tnorm = r8vec_norm ( DIM_NUM, pi ); if ( tnorm != 0.0 ) { pi[0] = pc[0] + r * pi[0] / tnorm; pi[1] = pc[1] + r * pi[1] / tnorm; pi[2] = pc[2] + r * pi[2] / tnorm; pp[0+n2*3] = pi[0]; pp[1+n2*3] = pi[1]; pp[2+n2*3] = pi[2]; n2 = n2 + 1; } } } // // Now tack on the projection of point 2. // pp[0+n2*3] = p2[0]; pp[1+n2*3] = p2[1]; pp[2+n2*3] = p2[2]; n2 = n2 + 1; } } } } return n2; # undef DIM_NUM } //****************************************************************************80 int *sphere_ll_lines ( int nlat, int nlong, int line_num ) //****************************************************************************80 // // Purpose: // // SPHERE_LL_LINES produces lines from a latitude/longitude grid. // // Discussion: // // The point numbering system is the same used in SPHERE_LL_POINTS, // and that routine may be used to compute the coordinates of the points. // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int LINE_MAX, the maximum number of gridlines. // // Input, int NLAT, NLONG, the number of latitude and longitude // lines to draw. The latitudes do not include the North and South // poles, which will be included automatically, so NLAT = 5, for instance, // will result in points along 7 lines of latitude. // // Input, int LINE_NUM, the number of grid lines. // // Output, int SPHERE_LL_LINE[2*LINE_NUM], contains pairs of point indices for // line segments that make up the grid. // { int i; int j; int l; int *line; int next; int newcol; int old; line = ( int * ) malloc ( 2 * line_num * sizeof ( int ) ); l = 0; // // "Vertical" lines. // for ( j = 0; j <= nlong - 1; j++ ) { old = 1; next = j + 2; line[0+l*2] = old; line[1+l*2] = next; l = l + 1; for ( i = 1; i <= nlat-1; i++ ) { old = next; next = old + nlong; line[0+l*2] = old; line[1+l*2] = next; l = l + 1; } old = next; line[0+l*2] = old; line[1+l*2] = 1 + nlat * nlong + 1; l = l + 1; } // // "Horizontal" lines. // for ( i = 1; i <= nlat; i++ ) { next = 1 + ( i - 1 ) * nlong + 1; for ( j = 0; j <= nlong-2; j++ ) { old = next; next = old + 1; line[0+l*2] = old; line[1+l*2] = next; l = l + 1; } old = next; next = 1 + ( i - 1 ) * nlong + 1; line[0+l*2] = old; line[1+l*2] = next; l = l + 1; } // // "Diagonal" lines. // for ( j = 0; j <= nlong-1; j++ ) { old = 1; next = j + 2; newcol = j; for ( i = 1; i <= nlat - 1; i++ ) { old = next; next = old + nlong + 1; newcol = newcol + 1; if ( nlong - 1 < newcol ) { newcol = 0; next = next - nlong; } line[0+l*2] = old; line[1+l*2] = next; l = l + 1; } } return line; } //****************************************************************************80 int sphere_ll_line_num ( int lat_num, int long_num ) //****************************************************************************80 // // Purpose: // // SPHERE_LL_LINE_NUM counts lines for a latitude/longitude grid. // // Discussion: // // The number returned is the number of pairs of points to be connected. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int LAT_NUM, LONG_NUM, the number of latitude and // longitude lines to draw. The latitudes do not include the North and South // poles, which will be included automatically, so LAT_NUM = 5, for instance, // will result in points along 7 lines of latitude. // // Output, int SPHERE_LL_LINE_NUM, the number of grid lines. // { int line_num; line_num = long_num * ( lat_num + 1 ) + lat_num * long_num + long_num * ( lat_num - 1 ); return line_num; } //****************************************************************************80 double *sphere_ll_points ( double r, double pc[3], int lat_num, int lon_num, int point_num ) //****************************************************************************80 // // Purpose: // // SPHERE_LL_POINTS produces points on a latitude/longitude grid. // // Discussion: // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double PC[3], the coordinates of the center of the sphere. // // Input, int LAT_NUM, LON_NUM, the number of latitude and longitude // lines to draw. The latitudes do not include the North and South // poles, which will be included automatically, so LAT_NUM = 5, for instance, // will result in points along 7 lines of latitude. // // Input, int POINT_NUM, the number of points. // // Output, double SPHERE_LL_POINTS[3*POINT_NUM], the coordinates // of the grid points. // { int lat; int lon; int n; double *p; double phi; const double pi = 3.141592653589793; double theta; p = new double[3*point_num]; n = 0; // // The north pole. // theta = 0.0; phi = 0.0; p[0+n*3] = pc[0] + r * sin ( phi ) * cos ( theta ); p[1+n*3] = pc[1] + r * sin ( phi ) * sin ( theta ); p[2+n*3] = pc[2] + r * cos ( phi ); n = n + 1; // // Do each intermediate ring of latitude. // for ( lat = 1; lat <= lat_num; lat++ ) { phi = ( double ) ( lat ) * pi / ( double ) ( lat_num + 1 ); // // Along that ring of latitude, compute points at various longitudes. // for ( lon = 0; lon < lon_num; lon++ ) { theta = ( double ) ( lon ) * 2.0 * pi / ( double ) ( lon_num ); p[0+n*3] = pc[0] + r * sin ( phi ) * cos ( theta ); p[1+n*3] = pc[1] + r * sin ( phi ) * sin ( theta ); p[2+n*3] = pc[2] + r * cos ( phi ); n = n + 1; } } // // The south pole. // theta = 0.0; phi = pi; p[0+n*3] = pc[0] + r * sin ( phi ) * cos ( theta ); p[1+n*3] = pc[1] + r * sin ( phi ) * sin ( theta ); p[2+n*3] = pc[2] + r * cos ( phi ); n = n + 1; return p; } //****************************************************************************80 int sphere_ll_point_num ( int lat_num, int long_num ) //****************************************************************************80 // // Purpose: // // SPHERE_LL_POINT_NUM counts points for a latitude/longitude grid. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int LAT_NUM, LONG_NUM, the number of latitude // and longitude lines to draw. The latitudes do not include the North and // South poles, which will be included automatically, so LAT_NUM = 5, for // instance, will result in points along 7 lines of latitude. // // Output, int SPHERE_LL_POINT_NUM, the number of grid points. // { int point_num; point_num = 2 + lat_num * long_num; return point_num; } //****************************************************************************80 int *sphere_llq_lines ( int nlat, int nlong, int line_num ) //****************************************************************************80 // // Purpose: // // SPHERE_LLQ_LINES: latitude/longitude quadrilateral grid lines. // // Discussion: // // The point numbering system is the same used in SPHERE_LL_POINTS, // and that routine may be used to compute the coordinates of the points. // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 09 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int LINE_MAX, the maximum number of gridlines. // // Input, int NLAT, NLONG, the number of latitude and longitude // lines to draw. The latitudes do not include the North and South // poles, which will be included automatically, so NLAT = 5, for instance, // will result in points along 7 lines of latitude. // // Input, int LINE_NUM, the number of grid lines. // // Output, int SPHERE_LLQ_LINE[2*LINE_NUM], contains pairs of point indices for // line segments that make up the grid. // { int i; int j; int l; int *line; int next; int old; line = ( int * ) malloc ( 2 * line_num * sizeof ( int ) ); l = 0; // // "Vertical" lines. // for ( j = 0; j <= nlong - 1; j++ ) { old = 1; next = j + 2; line[0+l*2] = old; line[1+l*2] = next; l = l + 1; for ( i = 1; i <= nlat-1; i++ ) { old = next; next = old + nlong; line[0+l*2] = old; line[1+l*2] = next; l = l + 1; } old = next; line[0+l*2] = old; line[1+l*2] = 1 + nlat * nlong + 1; l = l + 1; } // // "Horizontal" lines. // for ( i = 1; i <= nlat; i++ ) { next = 1 + ( i - 1 ) * nlong + 1; for ( j = 0; j <= nlong-2; j++ ) { old = next; next = old + 1; line[0+l*2] = old; line[1+l*2] = next; l = l + 1; } old = next; next = 1 + ( i - 1 ) * nlong + 1; line[0+l*2] = old; line[1+l*2] = next; l = l + 1; } return line; } //****************************************************************************80 int sphere_llq_line_num ( int lat_num, int long_num ) //****************************************************************************80 // // Purpose: // // SPHERE_LLQ_LINE_NUM counts lines for a latitude/longitude quadrilateral grid. // // Discussion: // // The number returned is the number of pairs of points to be connected. // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 October 2012 // // Author: // // John Burkardt // // Parameters: // // Input, int LAT_NUM, LONG_NUM, the number of latitude and // longitude lines to draw. The latitudes do not include the North and South // poles, which will be included automatically, so LAT_NUM = 5, for instance, // will result in points along 7 lines of latitude. // // Output, int SPHERE_LLQ_LINE_NUM, the number of grid lines. // { int line_num; line_num = long_num * ( lat_num + 1 ) + lat_num * long_num; return line_num; } //****************************************************************************80 double *sphere_spiralpoints ( double r, double pc[3], int n ) //****************************************************************************80 // // Purpose: // // SPHERE_SPIRALPOINTS produces spiral points on an implicit sphere. // // Discussion: // // The points should be arranged on the sphere in a pleasing design. // // The implicit form of a sphere in 3D is: // // pow ( P[0] - PC[0], 2 ) // + pow ( P[1] - PC[1], 2 ) // + pow ( P[2] - PC[2], 2 ) = pow ( R, 2 ) // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 03 July 2005 // // Author: // // John Burkardt // // Reference: // // Edward Saff, Arno Kuijlaars, // Distributing Many Points on a Sphere, // The Mathematical Intelligencer, // Volume 19, Number 1, 1997, pages 5-11. // // Parameters: // // Input, double R, the radius of the sphere. // // Input, double PC[3], the coordinates of the center of the sphere. // // Input, int N, the number of points to create. // // Output, double SPHERE_SPIRALPOINTS[3*N], the coordinates of the grid points. // { double cosphi = 0.0; int i; double *p; const double pi = 3.141592653589793; double sinphi = 0.0; double theta = 0.0; p = new double[3*n]; for ( i = 0; i < n; i++ ) { cosphi = ( ( double ) ( n - i - 1 ) * ( -1.0 ) + ( double ) ( i ) * ( 1.0 ) ) / ( double ) ( n - 1 ); sinphi = sqrt ( 1.0 - cosphi * cosphi ); if ( i == 0 || i == n - 1 ) { theta = 0.0; } else { theta = theta + 3.6 / ( sinphi * sqrt ( ( double ) n ) ); theta = r8_modp ( theta, 2.0 * pi ); } p[0+i*3] = pc[0] + r * sinphi * cos ( theta ); p[1+i*3] = pc[1] + r * sinphi * sin ( theta ); p[2+i*3] = pc[2] + r * cosphi; } return p; } //****************************************************************************80 double *sphere_unit_sample ( int n, int *seed ) //****************************************************************************80 // // Purpose: // // SPHERE_UNIT_SAMPLE picks a random point on the unit sphere. // // Discussion: // // The unit sphere in 3D satisfies the equation: // // X * X + Y * Y + Z * Z = 1 // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 29 August 2010 // // Author: // // John Burkardt // // Parameters: // // Input, int N, the number of points to generate. // // Input/output, int *SEED, a seed for the random number generator. // // Output, double SPHERE_UNIT_SAMPLE[3*N], the sample point. // { int j; double phi; const double pi = 3.141592653589793; double theta; double vdot; double *x; x = new double[3*n]; for ( j = 0; j < n; j++ ) { // // Pick a uniformly random VDOT, which must be between -1 and 1. // This represents the dot product of the random vector with the Z unit vector. // // this works because the surface area of the sphere between // Z and Z + dZ is independent of Z. So choosing Z uniformly chooses // a patch of area uniformly. // vdot = 2.0 * r8_uniform_01 ( seed ) - 1.0; phi = arc_cosine ( vdot ); // // Pick a uniformly random rotation between 0 and 2 Pi around the // axis of the Z vector. // theta = 2.0 * pi * r8_uniform_01 ( seed ); x[0+j*3] = cos ( theta ) * sin ( phi ); x[1+j*3] = sin ( theta ) * sin ( phi ); x[2+j*3] = cos ( phi ); } return x; } //****************************************************************************80 void timestamp ( ) //****************************************************************************80 // // Purpose: // // TIMESTAMP prints the current YMDHMS date as a time stamp. // // Example: // // 31 May 2001 09:45:54 AM // // Licensing: // // This code is distributed under the GNU LGPL license. // // Modified: // // 08 July 2009 // // Author: // // John Burkardt // // Parameters: // // None // { # define TIME_NUM 40 static char time_buffer[TIME_NUM]; const struct std::tm *tm_ptr; std::time_t now; now = std::time ( NULL ); tm_ptr = std::localtime ( &now ); std::strftime ( time_buffer, TIME_NUM, "%d %B %Y %I:%M:%S %p", tm_ptr ); std::cout << time_buffer << "\n"; return; # undef TIME_NUM }