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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8 | #ifdef __MWERKS__
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9 | #include "unixmac.h"
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10 | #endif
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11 | #include "longlat.h"
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12 |
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13 | /*
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14 | Geometrie en dimension 3.
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15 | Tous les calculs sont faits en radians
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16 | et en coordonnees spheriques theta,phi
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17 | pour les rotations (angles d'Euler) ma source est
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18 | "Classical Mechanics" 2nd edition, H. Goldstein, Addison Wesley
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19 | */
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20 | /*! 3-D geometry.
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21 |
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22 | All computations are made with angles in radians and with spherical
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23 | coordinates theta, phi.
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24 |
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25 | Concerning Euler's angles, the reference is :
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26 |
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27 | "Classical Mechanics" 2nd edition, H. Goldstein, Addison Wesley
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28 | */
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29 |
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30 | class Vector3d
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31 | {
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32 |
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33 | public:
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34 |
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35 | Vector3d();
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36 | Vector3d(double x, double y, double z);
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37 | Vector3d(double theta, double phi);
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38 | Vector3d(const LongLat&);
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39 | Vector3d(const Vector3d&);
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40 |
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41 | // To manipulate the vector
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42 | virtual void Setxyz(double x, double y, double z);
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43 | virtual void SetThetaPhi(double theta, double phi);
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44 | virtual void ThetaPhi2xyz();
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45 | virtual void xyz2ThetaPhi();
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46 |
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47 | // Acces to coordinates
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48 | inline double Theta() const {return _theta;}
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49 | inline double Phi() const {return _phi;}
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50 | inline double X() const {return _x;}
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51 | inline double Y() const {return _y;}
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52 | inline double Z() const {return _z;}
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53 |
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54 | virtual Vector3d& Normalize();
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55 | virtual double Norm() const;
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56 |
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57 | // produit scalaire
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58 | virtual double Psc(const Vector3d&) const;
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59 |
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60 | // ecart angulaire entre 2 vecteurs dans [0,Pi]
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61 | /*! angular gap between 2 vectors in [0,Pi] */
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62 | virtual double SepAngle(const Vector3d&) const;
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63 |
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64 | // produit vectoriel
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65 | /*! vector product */
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66 | virtual Vector3d Vect(const Vector3d&) const;
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67 |
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68 | // vecteur perpendiculaire de meme phi
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69 | /*! perpendicular vector, with equal phi */
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70 | virtual Vector3d VperpPhi() const;
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71 |
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72 | // vecteur perpendiculaire de meme theta
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73 | /*! perpendicular vector with equal theta */
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74 | virtual Vector3d VperpTheta() const;
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75 |
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76 | virtual Vector3d ETheta() const;
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77 | virtual Vector3d EPhi() const;
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78 |
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79 | // rotations d'Euler
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80 | /*! Euler's rotations */
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81 | // rotations d Euler
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82 | virtual Vector3d Euler(double, double, double) const;
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83 |
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84 | // rotation inverse
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85 | /*! inverse rotation */
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86 | Vector3d InvEuler(double, double, double) const;
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87 |
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88 | // rotation d'angle phi autour d'un axe omega (regle du tire-bouchon)
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89 | /*! rotation of angle phi around an axis omega (Maxwell's rule) */
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90 | Vector3d Rotate(const Vector3d& omega,double phi) const;
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91 |
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92 | /*virtual*/ Vector3d& operator=(const Vector3d&); // $CHECK$ EA 101299
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93 | virtual Vector3d& operator+=(const Vector3d&);
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94 | virtual Vector3d& operator-=(const Vector3d&);
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95 | virtual Vector3d operator+(const Vector3d&) const;
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96 | virtual Vector3d operator-(const Vector3d&) const;
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97 |
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98 | virtual Vector3d& operator+=(double);
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99 | virtual Vector3d& operator/=(double);
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100 | virtual Vector3d& operator*=(double);
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101 |
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102 | virtual Vector3d operator+(double) const;
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103 | virtual Vector3d operator-(double) const;
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104 | virtual Vector3d operator*(double) const;
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105 | virtual Vector3d operator/(double) const;
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106 |
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107 | /*! vector product */
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108 | virtual Vector3d operator^(const Vector3d&) const; // produit vectoriel
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109 | /*! dot product */
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110 | virtual double operator*(const Vector3d&) const; // produit scalaire
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111 |
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112 | bool operator==(const Vector3d&);
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113 |
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114 | virtual void Print(ostream& os) const;
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115 |
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116 | protected:
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117 |
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118 | double _x;
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119 | double _y;
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120 | double _z;
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121 | double _theta;
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122 | double _phi;
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123 |
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124 | };
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125 |
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126 | inline ostream& operator<<(ostream& s, const Vector3d& v)
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127 | {
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128 | v.Print(s);
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129 | return s;
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130 | }
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131 |
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132 | // fonctions globales
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133 |
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134 | inline Vector3d operator*(double d, const Vector3d& v)
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135 | {
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136 | return v*d;
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137 | }
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138 |
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139 | inline Vector3d operator+(double d, const Vector3d& v)
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140 | {
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141 | return v+d;
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142 | }
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143 |
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144 | #endif
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145 |
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146 |
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