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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6 | #include "sopnamsp.h"
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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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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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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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77 |
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78 | //! Constructor with specification of cartesian coordinates
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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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86 | //! Constructor: unit vector with direction (spherical coordinates) specification
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87 | Vector3d::Vector3d(double theta, double phi)
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88 | {
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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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97 | _phi=mod(phi,pi2); // dans [0;2pi]
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98 | ThetaPhi2xyz();
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99 | }
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100 |
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101 | //! Constructor: unit vector with longitude-latitude specification
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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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108 |
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109 | //! Copy constructor
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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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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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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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126 |
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127 | //! Set/changes the vector specifying cartesian coordinates
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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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163 | //! Normalize the vector (-> unit length) for non zero vectors
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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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168 | //DEL else cerr << "Division par zero" << endl;
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169 | return *this;
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170 | }
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171 |
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172 | //! Return the vector norm (length)
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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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177 |
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178 | //! Return the scalar (dot) product of the two vectors
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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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227 | { cerr<< " Erreur in Vector3d::VperpTheta()"<<endl;
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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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302 | Vector3d Vector3d::Rotate(const Vector3d& omega, double phi) const
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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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