[2973] | 1 | // Classes Angle Vector3d
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| 2 | // B. Revenu , G. Le Meur 2000
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| 3 | // R. Ansari 2006
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| 4 | // LAL (Orsay) / IN2P3-CNRS DAPNIA/SPP (Saclay) / CEA
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| 5 |
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[2615] | 6 | #include "sopnamsp.h"
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[764] | 7 | #include "machdefs.h"
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| 8 | #include <math.h>
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| 9 | #include "pexceptions.h"
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| 10 | #include "vector3d.h"
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| 11 | #include "utilgeom.h"
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[2973] | 12 |
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| 13 | // Class de conversion d'angles R. Ansari , Juin 2006
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| 14 | double Angle::_deg2rad = M_PI/180.;
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| 15 | double Angle::_rad2deg = 180./M_PI;
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| 16 | double Angle::_rad2min = 180./M_PI*60.;
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| 17 | double Angle::_rad2sec = 180./M_PI*3600.;
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| 18 |
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| 19 | /*!
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| 20 | \class SOPHYA::Angle
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| 21 | \ingroup SkyMap
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| 22 | \brief Class to ease angle conversions (radian <> degree <> arcmin <> arcsec).
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| 23 | The angle value is kept in radians internally.
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| 24 | \code
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| 25 | // Example to convert 0.035 radians to arcsec
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| 26 | double vr = 0.035;
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| 27 | cout << "Angle rad= " << vr << " ->arcsec= " << Angle(vr).ToArcSec() << endl;
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| 28 | // Example to convert 2.3 arcmin to radian - we use the conversion operator
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| 29 | double vam = 2.3;
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| 30 | cout << "Angle arcmin= " << vam << " ->rad= "
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| 31 | << (double)Angle(vam, Angle::ArcMin) << endl;
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| 32 | \endcode
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| 33 |
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| 34 | */
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| 35 |
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| 36 | Angle::Angle(double val, Angle::AngleUnit un)
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| 37 | {
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| 38 | switch (un) {
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| 39 | case Angle::Radian :
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| 40 | _angrad = val;
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| 41 | break;
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| 42 | case Angle::Degree :
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| 43 | _angrad = val*_deg2rad;
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| 44 | break;
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| 45 | case Angle::ArcMin :
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| 46 | _angrad = val/_rad2min;
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| 47 | break;
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| 48 | case Angle::ArcSec :
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| 49 | _angrad = val/_rad2sec;
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| 50 | break;
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| 51 | default:
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| 52 | _angrad = val;
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| 53 | break;
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| 54 | }
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| 55 | }
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| 56 |
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| 57 | // 3-D Geometry
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| 58 | // B. Revenu, G. Le Meur 2000
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| 59 | // DAPNIA/SPP (Saclay) / CEA LAL - IN2P3/CNRS (Orsay)
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| 60 |
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| 61 | /*!
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| 62 | \class SOPHYA::Vector3d
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| 63 | \ingroup SkyMap
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| 64 | \brief 3-D geometry.
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| 65 | All computations are made with angles in radians and with spherical
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| 66 | coordinates theta, phi.
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| 67 | Concerning Euler's angles, the reference is :
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| 68 |
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| 69 | "Classical Mechanics" 2nd edition, H. Goldstein, Addison Wesley
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| 70 | */
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| 71 |
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| 72 | //! default constructor - unit vector along x direction
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[764] | 73 | Vector3d::Vector3d()
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| 74 | {
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| 75 | Setxyz(1.,0.,0.);
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| 76 | }
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[2973] | 77 |
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| 78 | //! Constructor with specification of cartesian coordinates
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[764] | 79 | Vector3d::Vector3d(double x, double y, double z)
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| 80 | {
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| 81 | _x=x;
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| 82 | _y=y;
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| 83 | _z=z;
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| 84 | xyz2ThetaPhi();
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| 85 | }
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[2973] | 86 | //! Constructor: unit vector with direction (spherical coordinates) specification
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[764] | 87 | Vector3d::Vector3d(double theta, double phi)
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| 88 | {
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[1177] | 89 | // _theta=mod(theta,M_PI); // dans [0;pi]
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| 90 | // Version precedente fausse: _theta=M_PI est valide. Or mod(M_PI,M_PI)=0!
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| 91 | // De plus theta>pi ou <0 n'a pas de sens. Dominique Yvon
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| 92 | if( (theta<0.) || (theta>M_PI) )
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| 93 | { string exmsg = "Wrong initialisation of theta in Vector3d::Vector3d(double theta, double phi)";
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| 94 | throw( ParmError(exmsg) );
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| 95 | }
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| 96 | _theta=theta; // dans [0;pi]
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[764] | 97 | _phi=mod(phi,pi2); // dans [0;2pi]
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| 98 | ThetaPhi2xyz();
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| 99 | }
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[2973] | 100 |
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| 101 | //! Constructor: unit vector with longitude-latitude specification
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[764] | 102 | Vector3d::Vector3d(const LongLat& ll)
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| 103 | {
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| 104 | _theta=ll.Theta(); // dans [0;pi]
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| 105 | _phi=ll.Phi(); // dans [0;2pi]
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| 106 | ThetaPhi2xyz();
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| 107 | }
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[2973] | 108 |
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| 109 | //! Copy constructor
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[764] | 110 | Vector3d::Vector3d(const Vector3d& v)
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| 111 | {
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| 112 | _x=v._x;
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| 113 | _y=v._y;
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| 114 | _z=v._z;
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| 115 | _theta=v._theta;
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| 116 | _phi=v._phi;
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| 117 | }
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[2973] | 118 |
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| 119 | //! Set/changes the vector direction (result is a unit vector)
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| 120 | void Vector3d::SetThetaPhi(double theta, double phi)
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[764] | 121 | {
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| 122 | _theta=mod(theta,M_PI);
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| 123 | _phi=mod(phi,pi2);
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| 124 | ThetaPhi2xyz();
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| 125 | }
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[2973] | 126 |
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| 127 | //! Set/changes the vector specifying cartesian coordinates
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[764] | 128 | void Vector3d::Setxyz(double x, double y, double z)
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| 129 | {
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| 130 | _x=x;
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| 131 | _y=y;
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| 132 | _z=z;
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| 133 | xyz2ThetaPhi();
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| 134 | }
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| 135 | //++
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| 136 | void Vector3d::ThetaPhi2xyz()
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| 137 | //
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| 138 | //--
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| 139 | {
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| 140 | _x=sin(_theta)*cos(_phi);
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| 141 | _y=sin(_theta)*sin(_phi);
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| 142 | _z=cos(_theta);
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| 143 | }
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| 144 | //++
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| 145 | void Vector3d::xyz2ThetaPhi()
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| 146 | //
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| 147 | //--
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| 148 | {
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| 149 | double norm=this->Norm();
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| 150 | if( norm != 0. )
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| 151 | {
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| 152 | _theta=acos(_z/norm); // dans [0,Pi]
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| 153 | if( mod(_theta,M_PI) == 0. ) _phi=0.; // on est sur +-Oz, le vecteur z est en phi=0
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| 154 | // else _phi=acos(_x/sin(_theta)/norm)+M_PI*(_y<0);
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| 155 | else _phi=scangle(_y/sin(_theta)/norm,_x/sin(_theta)/norm);
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| 156 | }
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| 157 | else // vecteur nul
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| 158 | {
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| 159 | _theta=0.;
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| 160 | _phi=0.;
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| 161 | }
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| 162 | }
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[2973] | 163 | //! Normalize the vector (-> unit length) for non zero vectors
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[764] | 164 | Vector3d& Vector3d::Normalize()
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| 165 | {
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| 166 | double norm=this->Norm();
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| 167 | if( norm != 0. ) (*this)/=norm;
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[2973] | 168 | //DEL else cerr << "Division par zero" << endl;
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[764] | 169 | return *this;
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| 170 | }
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[2973] | 171 |
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| 172 | //! Return the vector norm (length)
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[764] | 173 | double Vector3d::Norm() const
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| 174 | {
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| 175 | return sqrt(_x*_x+_y*_y+_z*_z);
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| 176 | }
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[2973] | 177 |
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| 178 | //! Return the scalar (dot) product of the two vectors
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[764] | 179 | double Vector3d::Psc(const Vector3d& v) const
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| 180 | {
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| 181 | return _x*v._x+_y*v._y+_z*v._z;
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| 182 | }
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| 183 | //++
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| 184 | double Vector3d::SepAngle(const Vector3d& v) const
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| 185 | //
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| 186 | // angular gap between 2 vectors in [0,Pi]
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| 187 | //--
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| 188 | {
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| 189 | double n1=this->Norm();
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| 190 | double n2=v.Norm();
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| 191 | double ret;
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| 192 | if( n1!=0. && n2!=0. ) ret=acos((this->Psc(v))/n1/n2);
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| 193 | else
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| 194 | {
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| 195 | cerr << "Division par zero" << endl;
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| 196 | ret=0.;
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| 197 | }
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| 198 | return ret;
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| 199 | }
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| 200 | //++
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| 201 | Vector3d Vector3d::Vect(const Vector3d& v) const
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| 202 | //
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| 203 | // vector product
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| 204 | //--
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| 205 | {
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| 206 | double xo=_y*v._z-_z*v._y;
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| 207 | double yo=_z*v._x-_x*v._z;
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| 208 | double zo=_x*v._y-_y*v._x;
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| 209 | return Vector3d(xo,yo,zo);
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| 210 | }
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| 211 | //++
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| 212 | Vector3d Vector3d::VperpPhi() const
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| 213 | //
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| 214 | // perpendicular vector, with equal phi
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| 215 | //--
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| 216 | {
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| 217 | double theta;
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| 218 | if( _theta != pi_over_2 ) theta=_theta+(0.5-(_theta>pi_over_2))*M_PI; // on tourne theta de +-pi/2
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| 219 | else theta=0.;
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| 220 | return Vector3d(theta,_phi);
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| 221 | }
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| 222 | //++
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| 223 | Vector3d Vector3d::VperpTheta() const
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| 224 | //
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| 225 | // perpendicular vector with equal theta
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| 226 | //--
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[784] | 227 | { cerr<< " Erreur in Vector3d::VperpTheta()"<<endl;
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[764] | 228 | throw PError("Vector3d::VperpTheta() - Logic Error DY/Reza 20/02/2000");
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| 229 | // Bug ??? (D. Yvon, Fevrier 2000)
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| 230 | // double phi=mod(_phi+pi_over_2,pi2); // on tourne phi de pi/2
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| 231 | // return Vector3d(_theta,phi);
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| 232 | }
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| 233 |
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| 234 | Vector3d Vector3d::EPhi() const
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| 235 | {
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| 236 | Vector3d temp;
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| 237 | if ( fabs(_z) == 1. ) // si on est en +- Oz
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| 238 | {
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| 239 | temp=Vector3d(1.,0.,0.);
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| 240 | }
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| 241 | else
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| 242 | {
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| 243 | Vector3d k(0,0,-1);
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| 244 | temp=this->Vect(k);
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| 245 | temp.Normalize();
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| 246 | }
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| 247 | return temp;
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| 248 | }
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| 249 | //++
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| 250 | Vector3d Vector3d::ETheta() const
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| 251 | //
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| 252 | //--
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| 253 | {
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| 254 | Vector3d temp=this->Vect(EPhi());
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| 255 | temp.Normalize();
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| 256 | return temp;
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| 257 | }
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| 258 |
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| 259 | //++
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| 260 | Vector3d Vector3d::Euler(double phi, double theta, double psi) const
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| 261 | //
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| 262 | // Euler's rotations
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| 263 | //--
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| 264 | {
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| 265 | double cpsi=cos(psi);
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| 266 | double ctheta=cos(theta);
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| 267 | double cphi=cos(phi);
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| 268 | double spsi=sin(psi);
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| 269 | double stheta=sin(theta);
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| 270 | double sphi=sin(phi);
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| 271 | double xnew=(cpsi*cphi-ctheta*sphi*spsi)*_x
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| 272 | +(cpsi*sphi+ctheta*cphi*spsi)*_y
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| 273 | +spsi*stheta*_z;
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| 274 | double ynew=(-spsi*cphi-ctheta*sphi*cpsi)*_x
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| 275 | +(-spsi*sphi+ctheta*cphi*cpsi)*_y
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| 276 | +cpsi*stheta*_z;
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| 277 | double znew=stheta*sphi*_x-stheta*cphi*_y+ctheta*_z;
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| 278 | return Vector3d(xnew,ynew,znew);
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| 279 | }
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| 280 | //++
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| 281 | Vector3d Vector3d::InvEuler(double phi, double theta, double psi) const
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| 282 | //
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| 283 | // inverse rotation
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| 284 | //--
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| 285 | {
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| 286 | double cpsi=cos(psi);
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| 287 | double ctheta=cos(theta);
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| 288 | double cphi=cos(phi);
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| 289 | double spsi=sin(psi);
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| 290 | double stheta=sin(theta);
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| 291 | double sphi=sin(phi);
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| 292 | double xnew=(cpsi*cphi-ctheta*sphi*spsi)*_x
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| 293 | -(spsi*cphi+ctheta*sphi*cpsi)*_y
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| 294 | +sphi*stheta*_z;
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| 295 | double ynew=(cpsi*sphi+ctheta*cphi*spsi)*_x
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| 296 | +(-spsi*sphi+ctheta*cphi*cpsi)*_y
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| 297 | -cphi*stheta*_z;
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| 298 | double znew=stheta*spsi*_x+stheta*cpsi*_y+ctheta*_z;
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| 299 | return Vector3d(xnew,ynew,znew);
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| 300 | }
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| 301 | //++
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[792] | 302 | Vector3d Vector3d::Rotate(const Vector3d& omega, double phi) const
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[764] | 303 | //
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| 304 | // rotation of angle phi around an axis omega (Maxwell's rule)
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| 305 | //--
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| 306 | {
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| 307 | Vector3d rotationaxis=omega;
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| 308 | rotationaxis.Normalize();
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| 309 | double n=this->Psc(rotationaxis);
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| 310 | Vector3d myself=*this;
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| 311 | Vector3d rotate=n*rotationaxis+(myself-n*rotationaxis)*cos(phi)-(myself^rotationaxis)*sin(phi);
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| 312 | return rotate;
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| 313 | }
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| 314 | //++
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| 315 | void Vector3d::Print(ostream& os) const
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| 316 | //
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| 317 | //--
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| 318 | {
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| 319 | os << "Vector3: (X,Y,Z)= (" << _x << ", " << _y << ", " << _z
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| 320 | << ") --- Theta,Phi= " << _theta << ", " << _phi << "\n"
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| 321 | << "Norme = " << this->Norm() << endl;
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| 322 | }
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| 323 | //++
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| 324 | // Titre Operators
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| 325 | //--
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| 326 | //++
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| 327 | Vector3d& Vector3d::operator += (const Vector3d& v)
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| 328 | //
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| 329 | //--
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| 330 | {
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| 331 | *this=*this+v;
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| 332 | return *this;
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| 333 | }
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| 334 | //++
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| 335 | Vector3d& Vector3d::operator -= (const Vector3d& v)
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| 336 | //
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| 337 | //--
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| 338 | {
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| 339 | *this=*this-v;
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| 340 | return *this;
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| 341 | }
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| 342 | //++
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| 343 | Vector3d& Vector3d::operator += (double d)
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| 344 | //
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| 345 | //--
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| 346 | {
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| 347 | Setxyz(_x+d,_y+d,_z+d);
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| 348 | return *this;
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| 349 | }
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| 350 | //++
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| 351 | Vector3d& Vector3d::operator /= (double d)
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| 352 | //
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| 353 | //--
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| 354 | {
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| 355 | if( d != 0. ) Setxyz(_x/d,_y/d,_z/d);
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| 356 | else cerr << "Division par zero." << endl;
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| 357 | return *this;
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| 358 | }
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| 359 | //++
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| 360 | Vector3d& Vector3d::operator *= (double d)
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| 361 | //
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| 362 | //--
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| 363 | {
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| 364 | Setxyz(_x*d,_y*d,_z*d);
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| 365 | return *this;
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| 366 | }
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| 367 | //++
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| 368 | Vector3d Vector3d::operator ^ (const Vector3d& v) const
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| 369 | //
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| 370 | // vector product
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| 371 | //--
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| 372 | {
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| 373 | return this->Vect(v);
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| 374 | }
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| 375 | //++
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| 376 | Vector3d Vector3d::operator + (double d) const
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| 377 | //
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| 378 | //--
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| 379 | {
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| 380 | return Vector3d(_x+d,_y+d,_z+d);
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| 381 | }
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| 382 | //++
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| 383 | Vector3d Vector3d::operator + (const Vector3d& v) const
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| 384 | //
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| 385 | //--
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| 386 | {
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| 387 | return Vector3d(_x+v._x,_y+v._y,_z+v._z);
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| 388 | }
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| 389 | //++
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| 390 | Vector3d Vector3d::operator - (double d) const
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| 391 | //
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| 392 | //--
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| 393 | {
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| 394 | return *this+(-d);
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| 395 | }
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| 396 | //++
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| 397 | Vector3d Vector3d::operator - (const Vector3d& v) const
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| 398 | //
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| 399 | //--
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| 400 | {
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| 401 | return *this+(v*(-1.));
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| 402 | }
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| 403 | //++
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| 404 | Vector3d Vector3d::operator * (double d) const
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| 405 | //
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| 406 | //--
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| 407 | {
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| 408 | return Vector3d(d*_x,d*_y,d*_z);
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| 409 | }
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| 410 | //++
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| 411 | double Vector3d::operator * (const Vector3d& v) const
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| 412 | //
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| 413 | // dot product
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| 414 | //--
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| 415 | {
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| 416 | return this->Psc(v);
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| 417 | }
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| 418 | //++
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| 419 | Vector3d Vector3d::operator / (double d) const
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| 420 | //
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| 421 | //--
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| 422 | {
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| 423 | Vector3d ret=*this;
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| 424 | if( d != 0. ) ret/=d;
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| 425 | else cerr << "Division par zero." << endl;
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| 426 | return ret;
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| 427 | }
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| 428 | //++
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| 429 | Vector3d& Vector3d::operator = (const Vector3d& v)
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| 430 | //
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| 431 | //--
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| 432 | {
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| 433 | if( this != &v )
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| 434 | {
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| 435 | _x=v._x;
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| 436 | _y=v._y;
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| 437 | _z=v._z;
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| 438 | _theta=v._theta;
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| 439 | _phi=v._phi;
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| 440 | }
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| 441 | return *this;
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| 442 | }
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| 443 | //++
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| 444 | bool Vector3d::operator == (const Vector3d& v)
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| 445 | //
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| 446 | //--
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| 447 | {
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| 448 | return (this==&v);
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| 449 | }
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| 450 |
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