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//# Filename: SpatialVector.cpp
//#
//# The SpatialVector class is defined here.
//#
//# Author: Peter Z. Kunszt based on A. Szalay's code
//#
//# Date: October 15, 1998
//#
//# SPDX-FileCopyrightText: 2000 Peter Z. Kunszt Alex S. Szalay, Aniruddha R. Thakar
//# The Johns Hopkins University
//# Modification History:
//#
//# Oct 18, 2001 : Dennis C. Dinge -- Replaced ValVec with std::vector
//#
#include "SpatialVector.h"
#include "SpatialException.h"
//==============================================================
//
// This 3D vector lives on the surface of the sphere.
// Its length is always 1.
//
//==============================================================
/////////////CONSTRUCTOR//////////////////////////////////
//
SpatialVector::SpatialVector() : x_(1), y_(0), z_(0), ra_(0), dec_(0), okRaDec_(true)
{
}
SpatialVector::SpatialVector(float64 x, float64 y, float64 z) : x_(x), y_(y), z_(z), okRaDec_(false)
{
}
/////////////CONSTRUCTOR//////////////////////////////////
//
SpatialVector::SpatialVector(float64 ra, float64 dec) : ra_(ra), dec_(dec), okRaDec_(true)
{
updateXYZ();
updateRaDec();
}
/////////////SET//////////////////////////////////////////
//
void SpatialVector::set(const float64 &x, const float64 &y, const float64 &z)
{
x_ = x;
y_ = y;
z_ = z;
normalize();
updateRaDec();
}
/////////////SET//////////////////////////////////////////
//
void SpatialVector::set(const float64 &ra, const float64 &dec)
{
ra_ = ra;
dec_ = dec;
updateXYZ();
}
/////////////GET//////////////////////////////////////////
//
void SpatialVector::get(float64 &x, float64 &y, float64 &z) const
{
x = x_;
y = y_;
z = z_;
}
/////////////GET//////////////////////////////////////////
//
void SpatialVector::get(float64 &ra, float64 &dec)
{
if (!okRaDec_)
{
normalize();
updateRaDec();
}
ra = ra_;
dec = dec_;
}
float64 SpatialVector::ra()
{
if (!okRaDec_)
{
normalize();
updateRaDec();
}
return ra_;
}
float64 SpatialVector::dec()
{
if (!okRaDec_)
{
normalize();
updateRaDec();
}
return dec_;
}
/////////////NORMALIZE////////////////////////////////////
//
void SpatialVector::normalize()
{
float64 sum = x_ * x_ + y_ * y_ + z_ * z_;
sum = sqrt(sum);
if (sum == 0)
{
x_ = 0;
y_ = 0;
z_ = 0;
return;
}
x_ /= sum;
y_ /= sum;
z_ /= sum;
}
/////////////LENGTH///////////////////////////////////////
//
float64 SpatialVector::length() const
{
float64 sum;
sum = x_ * x_ + y_ * y_ + z_ * z_;
return sum > gEpsilon ? sqrt(sum) : 0.0;
}
/////////////UPDATERADEC//////////////////////////////////
//
void SpatialVector::updateRaDec()
{
dec_ = asin(z_) / gPr; // easy.
float64 cd = cos(dec_ * gPr);
if (cd > gEpsilon || cd < -gEpsilon)
if (y_ > gEpsilon || y_ < -gEpsilon)
if (y_ < 0.0)
ra_ = 360 - acos(x_ / cd) / gPr;
else
ra_ = acos(x_ / cd) / gPr;
else
ra_ = (x_ < 0.0 ? 180.0 : 0.0);
else
ra_ = 0.0;
okRaDec_ = true;
}
/////////////UPDATEXYZ////////////////////////////////////
//
void SpatialVector::updateXYZ()
{
float64 cd = cos(dec_ * gPr);
x_ = cos(ra_ * gPr) * cd;
y_ = sin(ra_ * gPr) * cd;
z_ = sin(dec_ * gPr);
}
/////////////OPERATOR *=//////////////////////////////////
//
SpatialVector &SpatialVector::operator*=(float64 a)
{
x_ = a * x_;
y_ = a * y_;
z_ = a * z_;
okRaDec_ = false;
return *this;
}
/////////////OPERATOR *=//////////////////////////////////
//
SpatialVector &SpatialVector::operator*=(int a)
{
x_ = a * x_;
y_ = a * y_;
z_ = a * z_;
okRaDec_ = false;
return *this;
}
/////////////OPERATOR *///////////////////////////////////
// Multiply with a number
//
SpatialVector operator*(float64 a, const SpatialVector &v)
{
return SpatialVector(a * v.x_, a * v.y_, a * v.z_);
}
/////////////OPERATOR *///////////////////////////////////
// Multiply with a number
//
SpatialVector operator*(const SpatialVector &v, float64 a)
{
return SpatialVector(a * v.x_, a * v.y_, a * v.z_);
}
/////////////OPERATOR *///////////////////////////////////
// Multiply with a number
//
SpatialVector operator*(int a, const SpatialVector &v)
{
return SpatialVector(a * v.x_, a * v.y_, a * v.z_);
}
/////////////OPERATOR *///////////////////////////////////
// Multiply with a number
//
SpatialVector operator*(const SpatialVector &v, int a)
{
return SpatialVector(a * v.x_, a * v.y_, a * v.z_);
}
/////////////OPERATOR *///////////////////////////////////
// dot product
//
float64 SpatialVector::operator*(const SpatialVector &v) const
{
return (x_ * v.x_) + (y_ * v.y_) + (z_ * v.z_);
}
/////////////OPERATOR +///////////////////////////////////
//
SpatialVector SpatialVector::operator+(const SpatialVector &v) const
{
return SpatialVector(x_ + v.x_, y_ + v.y_, z_ + v.z_);
}
/////////////OPERATOR -///////////////////////////////////
//
SpatialVector SpatialVector::operator-(const SpatialVector &v) const
{
return SpatialVector(x_ - v.x_, y_ - v.y_, z_ - v.z_);
}
/////////////OPERATOR ^///////////////////////////////////
// cross product
//
SpatialVector SpatialVector::operator^(const SpatialVector &v) const
{
return SpatialVector(y_ * v.z_ - v.y_ * z_, z_ * v.x_ - v.z_ * x_, x_ * v.y_ - v.x_ * y_);
}
/////////////OPERATOR ==//////////////////////////////////
//
int SpatialVector::operator==(const SpatialVector &v) const
{
return ((x_ == v.x_ && y_ == v.y_ && z_ == v.z_) ? 1 : 0);
}
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