mirror of https://github.com/ArduPilot/ardupilot
217 lines
7.8 KiB
C#
217 lines
7.8 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace ArdupilotMega.HIL
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{
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public class Wind : Utils
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{
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Wind self;
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public float speed;
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public float direction;
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public float turbulance;
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public double cross_section;
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public double turbulance_time_constant;
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public DateTime tlast;
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public double turbulance_mul;
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//'''a wind generation object//'''
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public Wind (string windstring, double cross_section=0.1) {
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self = this;
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string[] a = windstring.Split(',');
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if (Utils.len(a) != 3)
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{
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return;
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//raise RuntimeError("Expected wind in speed,direction,turbulance form, not %s" % windstring);
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}
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self.speed = float.Parse(a[0]); //# m/s
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self.direction = float.Parse(a[1]); //# direction the wind is going in
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self.turbulance= float.Parse(a[2]); //# turbulance factor (standard deviation)
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//# the cross-section of the aircraft to wind. This is multiplied by the
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//# difference in the wind and the velocity of the aircraft to give the acceleration
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self.cross_section = cross_section;
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//# the time constant for the turbulance - the average period of the
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//# changes over time
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self.turbulance_time_constant = 5.0;
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//# wind time record
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self.tlast = DateTime.Now;
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//# initial turbulance multiplier
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self.turbulance_mul = 1.0;
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}
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public void current(double deltat, out double speed, out double direction) {
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//'''return current wind speed and direction as a tuple
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//speed is in m/s, direction in degrees
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//'''
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if (deltat == 0) {
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DateTime tnow = DateTime.Now;
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deltat = (tnow - self.tlast).TotalSeconds;
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self.tlast = tnow;
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}
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//# update turbulance random walk
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double w_delta = Utils.sqrt(deltat) * (1.0 - new GaussianRandom().NextGaussian(1.0, self.turbulance));
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w_delta -= (self.turbulance_mul-1.0)*(deltat/self.turbulance_time_constant);
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self.turbulance_mul += w_delta;
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speed = self.speed * (float)Utils.fabs(self.turbulance_mul);
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direction = self.direction;
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}
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//# Calculate drag.
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public Vector3 drag(Vector3 velocity, double deltat = 0)//, testing=None)
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{
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//'''return current wind force in Earth frame. The velocity parameter is
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// a Vector3 of the current velocity of the aircraft in earth frame, m/s//'''
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//# (m/s, degrees) : wind vector as a magnitude and angle.
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double speed, direction;
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self.current(deltat,out speed,out direction);
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//# speed = self.speed
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//# direction = self.direction
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//# Get the wind vector.
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Vector3 w = toVec(speed, Utils.radians(direction));
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double obj_speed = velocity.length();
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//# Compute the angle between the object vector and wind vector by taking
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//# the dot product and dividing by the magnitudes.
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double alpha = 0;
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double d = w.length() * obj_speed;
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if (d == 0) {
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alpha = 0;
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}else{
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int checkme;
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alpha = Utils.acos(((w * velocity).length() / d));
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}
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//# Get the relative wind speed and angle from the object. Note that the
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//# relative wind speed includes the velocity of the object; i.e., there
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//# is a headwind equivalent to the object's speed even if there is no
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//# absolute wind.
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double rel_speed, beta;
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apparent_wind(speed, obj_speed, alpha,out rel_speed,out beta);
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//# Return the vector of the relative wind, relative to the coordinate
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//# system.
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Vector3 relWindVec = toVec(rel_speed, beta + Utils.atan2(velocity.y, velocity.x));
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//# Combine them to get the acceleration vector.
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return new Vector3( acc(relWindVec.x, drag_force(self, relWindVec.x))
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, acc(relWindVec.y, drag_force(self, relWindVec.y))
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, 0 );
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}
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//# http://en.wikipedia.org/wiki/Apparent_wind
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//#
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//# Returns apparent wind speed and angle of apparent wind. Alpha is the angle
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//# between the object and the true wind. alpha of 0 rads is a headwind; pi a
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//# tailwind. Speeds should always be positive.
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public void apparent_wind(double wind_sp, double obj_speed, double alpha, out double rel_speed, out double beta)
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{
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double delta = wind_sp * Utils.cos(alpha);
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double x = Math.Pow(wind_sp, 2) + Math.Pow(obj_speed, 2) + 2 * obj_speed * delta;
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rel_speed = Utils.sqrt(x);
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if (rel_speed == 0)
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{
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beta = Math.PI;
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}
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else
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{
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beta = acos((delta + obj_speed) / rel_speed);
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}
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}
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//# See http://en.wikipedia.org/wiki/Drag_equation
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//#
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//# Drag equation is F(a) = cl * p/2 * v^2 * a, where cl : drag coefficient
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//# (let's assume it's low, .e.g., 0.2), p : density of air (assume about 1
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//# kg/m^3, the density just over 1500m elevation), v : relative speed of wind
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//# (to the body), a : area acted on (this is captured by the cross_section
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//# paramter).
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//#
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//# So then we have
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//# F(a) = 0.2 * 1/2 * v^2 * cross_section = 0.1 * v^2 * cross_section
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public double drag_force(Wind wind, double sp){
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return (Math.Pow(sp,2.0)) * 0.1 * wind.cross_section;
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}
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//# Function to make the force vector. relWindVec is the direction the apparent
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//# wind comes *from*. We want to compute the accleration vector in the direction
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//# the wind blows to.
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public double acc(double val,double mag){
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if (val == 0) {
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return mag;
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}else{
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return (val / Utils.fabs(val)) * (0 - mag);
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}
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}
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//# Converts a magnitude and angle (radians) to a vector in the xy plane.
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public Vector3 toVec(double magnitude, double angle)
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{
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Vector3 v = new Vector3(magnitude, 0, 0);
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Matrix3 m = new Matrix3();
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m.from_euler(0, 0, angle);
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return m.transposed() * v;
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}
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}
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public sealed class GaussianRandom
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{
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private bool _hasDeviate;
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private double _storedDeviate;
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private readonly Random _random;
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public GaussianRandom(Random random = null)
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{
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_random = random ?? new Random();
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}
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/// <summary>
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/// Obtains normally (Gaussian) distributed random numbers, using the Box-Muller
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/// transformation. This transformation takes two uniformly distributed deviates
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/// within the unit circle, and transforms them into two independently
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/// distributed normal deviates.
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/// </summary>
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/// <param name="mu">The mean of the distribution. Default is zero.</param>
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/// <param name="sigma">The standard deviation of the distribution. Default is one.</param>
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/// <returns></returns>
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public double NextGaussian(double mu = 0, double sigma = 1)
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{
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if (sigma <= 0)
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throw new ArgumentOutOfRangeException("sigma", "Must be greater than zero.");
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if (_hasDeviate)
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{
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_hasDeviate = false;
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return _storedDeviate * sigma + mu;
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}
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double v1, v2, rSquared;
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do
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{
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// two random values between -1.0 and 1.0
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v1 = 2 * _random.NextDouble() - 1;
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v2 = 2 * _random.NextDouble() - 1;
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rSquared = v1 * v1 + v2 * v2;
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// ensure within the unit circle
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} while (rSquared >= 1 || rSquared == 0);
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// calculate polar tranformation for each deviate
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var polar = Math.Sqrt(-2 * Math.Log(rSquared) / rSquared);
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// store first deviate
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_storedDeviate = v2 * polar;
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_hasDeviate = true;
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// return second deviate
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return v1 * polar * sigma + mu;
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}
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}
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}
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