[262] | 1 | #ifndef VECTOR3D_H_SEEN
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| 2 | #define VECTOR3D_H_SEEN
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| 3 |
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| 4 | #include <math.h>
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| 5 | #include <iostream.h>
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| 6 | #include <stdio.h>
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| 7 | #include <string.h>
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[517] | 8 | #ifdef __MWERKS__
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| 9 | #include "mwerksmath.h"
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| 10 | // #include "unixmac.h"
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| 11 | #endif
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[262] | 12 | #include "longlat.h"
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| 13 |
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| 14 | /*
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| 15 | Geometrie en dimension 3.
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| 16 | Tous les calculs sont faits en radians
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| 17 | et en coordonnees spheriques theta,phi
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| 18 | pour les rotations (angles d'Euler) ma source est
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| 19 | "Classical Mechanics" 2nd edition, H. Goldstein, Addison Wesley
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| 20 | */
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| 21 |
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| 22 | class Vector3d
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| 23 | {
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| 24 |
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| 25 | public:
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| 26 |
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| 27 | Vector3d();
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| 28 | Vector3d(double x, double y, double z);
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| 29 | Vector3d(double theta, double phi);
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| 30 | Vector3d(const LongLat&);
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| 31 | Vector3d(const Vector3d&);
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| 32 |
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| 33 | void Setxyz(double x, double y, double z);
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| 34 | void SetThetaPhi(double theta, double phi);
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| 35 | void ThetaPhi2xyz();
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| 36 | void xyz2ThetaPhi();
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| 37 | double Theta() const {return _theta;}
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| 38 | double Phi() const {return _phi;}
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| 39 | double X() const {return _x;}
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| 40 | double Y() const {return _y;}
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| 41 | double Z() const {return _z;}
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| 42 |
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| 43 | Vector3d& Normalize();
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| 44 | double Norm() const;
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| 45 |
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| 46 | // produit scalaire
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| 47 | double Psc(const Vector3d&) const;
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| 48 |
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| 49 | // ecart angulaire entre 2 vecteurs dans [0,Pi]
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| 50 | double SepAngle(const Vector3d&) const;
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| 51 |
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| 52 | // produit vectoriel
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| 53 | Vector3d Vect(const Vector3d&) const;
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| 54 |
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| 55 | // vecteur perpendiculaire de meme phi
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| 56 | Vector3d VperpPhi() const;
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| 57 |
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| 58 | // vecteur perpendiculaire de meme theta
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| 59 | Vector3d VperpTheta() const;
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| 60 |
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| 61 | Vector3d ETheta() const;
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| 62 | Vector3d EPhi() const;
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| 63 |
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| 64 | // rotations d'Euler
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| 65 | Vector3d Euler(double, double, double) const;
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| 66 |
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| 67 | // rotation inverse
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| 68 | Vector3d InvEuler(double, double, double) const;
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| 69 |
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| 70 | // rotation d'angle phi autour d'un axe omega (regle du tire-bouchon)
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| 71 | Vector3d Rotate(const Vector3d& omega,double phi);
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| 72 |
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| 73 | virtual Vector3d& operator=(const Vector3d&);
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| 74 | virtual Vector3d& operator+=(const Vector3d&);
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| 75 | virtual Vector3d& operator-=(const Vector3d&);
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| 76 | virtual Vector3d operator+(const Vector3d&) const;
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| 77 | virtual Vector3d operator-(const Vector3d&) const;
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| 78 |
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| 79 | Vector3d& operator+=(double);
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| 80 | Vector3d& operator/=(double);
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| 81 | Vector3d& operator*=(double);
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| 82 |
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| 83 | Vector3d operator+(double) const;
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| 84 | Vector3d operator-(double) const;
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| 85 | Vector3d operator*(double) const;
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| 86 | Vector3d operator/(double) const;
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| 87 | Vector3d operator^(const Vector3d&) const; // produit vectoriel
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| 88 | double operator*(const Vector3d&) const; // produit scalaire
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| 89 | bool operator==(const Vector3d&);
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| 90 |
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| 91 | virtual void Print(ostream& os) const;
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| 92 |
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| 93 | protected:
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| 94 |
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| 95 | double _x;
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| 96 | double _y;
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| 97 | double _z;
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| 98 | double _theta;
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| 99 | double _phi;
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| 100 |
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| 101 | };
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| 102 |
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| 103 | inline ostream& operator<<(ostream& s, const Vector3d& v)
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| 104 | {
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| 105 | v.Print(s);
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| 106 | return s;
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| 107 | }
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| 108 |
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| 109 | // fonctions globales
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| 110 |
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| 111 | inline Vector3d operator*(double d, const Vector3d& v)
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| 112 | {
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| 113 | return v*d;
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| 114 | }
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| 115 |
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| 116 | inline Vector3d operator+(double d, const Vector3d& v)
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| 117 | {
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| 118 | return v+d;
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| 119 | }
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| 120 |
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| 121 | #endif
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| 122 |
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| 123 |
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