List of usage examples for org.apache.commons.math3.geometry.euclidean.threed Vector3D Vector3D
public Vector3D(double a1, Vector3D u1, double a2, Vector3D u2, double a3, Vector3D u3)
From source file:org.orekit.bodies.Ellipse.java
/** Create a point from its ellipse-relative coordinates. * @param p point defined with respect to ellipse * @return point defined with respect to 3D frame * @see #toPlane(Vector3D)/*from www . ja va 2s .c o m*/ */ public Vector3D toSpace(final Vector2D p) { return new Vector3D(1, center, p.getX(), u, p.getY(), v); }
From source file:org.orekit.bodies.Ellipsoid.java
/** Compute the 2D ellipse at the intersection of the 3D ellipsoid and a plane. * @param planePoint point belonging to the plane, in the ellipsoid frame * @param planeNormal normal of the plane, in the ellipsoid frame * @return plane section or null if there are no intersections *///from www. j av a 2 s.c o m public Ellipse getPlaneSection(final Vector3D planePoint, final Vector3D planeNormal) { // we define the points Q in the plane using two free variables and as: // Q = P + u + v // where u and v are two unit vectors belonging to the plane // Q belongs to the 3D ellipsoid so: // (xQ / a) + (yQ / b) + (zQ / c) = 1 // combining both equations, we get: // (xP + 2 xP ( xU + xV) + ( xU + xV)) / a // + (yP + 2 yP ( yU + yV) + ( yU + yV)) / b // + (zP + 2 zP ( zU + zV) + ( zU + zV)) / c // = 1 // which can be rewritten: // + + 2 + 2 + 2 + = 0 // with // = xU / a + yU / b + zU / c > 0 // = xV / a + yV / b + zV / c > 0 // = xU xV / a + yU yV / b + zU zV / c // = xP xU / a + yP yU / b + zP zU / c // = xP xV / a + yP yV / b + zP zV / c // = xP / a + yP / b + zP / c - 1 // this is the equation of a conic (here an ellipse) // Of course, we note that if the point P belongs to the ellipsoid // then = 0 and the equation holds at point P since = 0 and = 0 final Vector3D u = planeNormal.orthogonal(); final Vector3D v = Vector3D.crossProduct(planeNormal, u).normalize(); final double xUOa = u.getX() / a; final double yUOb = u.getY() / b; final double zUOc = u.getZ() / c; final double xVOa = v.getX() / a; final double yVOb = v.getY() / b; final double zVOc = v.getZ() / c; final double xPOa = planePoint.getX() / a; final double yPOb = planePoint.getY() / b; final double zPOc = planePoint.getZ() / c; final double alpha = xUOa * xUOa + yUOb * yUOb + zUOc * zUOc; final double beta = xVOa * xVOa + yVOb * yVOb + zVOc * zVOc; final double gamma = MathArrays.linearCombination(xUOa, xVOa, yUOb, yVOb, zUOc, zVOc); final double delta = MathArrays.linearCombination(xPOa, xUOa, yPOb, yUOb, zPOc, zUOc); final double epsilon = MathArrays.linearCombination(xPOa, xVOa, yPOb, yVOb, zPOc, zVOc); final double zeta = MathArrays.linearCombination(xPOa, xPOa, yPOb, yPOb, zPOc, zPOc, 1, -1); // reduce the general equation + + 2 + 2 + 2 + = 0 // to canonical form (/l) + (/m) = 1 // using a coordinates change // = C + cos - sin // = C + sin + cos // or equivalently // = ( - C) cos + ( - C) sin // = - ( - C) sin + ( - C) cos // C and C are the coordinates of the 2D ellipse center with respect to P // 2l and 2m and are the axes lengths (major or minor depending on which one is greatest) // is the angle of the 2D ellipse axis corresponding to axis with length 2l // choose in order to cancel the coupling term in // expanding the general equation, we get: A + B + C + D + E + F = 0 // with C = 2[( - ) cos sin + (cos - sin)] // hence the term is cancelled when = arctan(t), with t + ( - ) t - = 0 // As the solutions of the quadratic equation obey t?t = -1, they correspond to // angles in quadrature to each other. Selecting one solution or the other simply // exchanges the principal axes. As we don't care about which axis we want as the // first one, we select an arbitrary solution final double tanTheta; if (FastMath.abs(gamma) < Precision.SAFE_MIN) { tanTheta = 0.0; } else { final double bMA = beta - alpha; tanTheta = (bMA >= 0) ? (-2 * gamma / (bMA + FastMath.sqrt(bMA * bMA + 4 * gamma * gamma))) : (-2 * gamma / (bMA - FastMath.sqrt(bMA * bMA + 4 * gamma * gamma))); } final double tan2 = tanTheta * tanTheta; final double cos2 = 1 / (1 + tan2); final double sin2 = tan2 * cos2; final double cosSin = tanTheta * cos2; final double cos = FastMath.sqrt(cos2); final double sin = tanTheta * cos; // choose C and C in order to cancel the linear terms in and // expanding the general equation, we get: A + B + C + D + E + F = 0 // with D = 2[ ( C + C + ) cos + ( C + C + ) sin] // E = 2[-( C + C + ) sin + ( C + C + ) cos] // can be eliminated by combining the equations // D cos - E sin = 2[ C + C + ] // E cos + D sin = 2[ C + C + ] // hence the terms D and E are both cancelled (regardless of ) when // C = ( - ) / ( - ) // C = ( - ) / ( - ) final double denom = MathArrays.linearCombination(gamma, gamma, -alpha, beta); final double tauC = MathArrays.linearCombination(beta, delta, -gamma, epsilon) / denom; final double nuC = MathArrays.linearCombination(alpha, epsilon, -gamma, delta) / denom; // compute l and m // expanding the general equation, we get: A + B + C + D + E + F = 0 // with A = cos + sin + 2 cos sin // B = sin + cos - 2 cos sin // F = C + C + 2 C C + 2 C + 2 C + // hence we compute directly l = (-F/A) and m = (-F/B) final double twogcs = 2 * gamma * cosSin; final double bigA = alpha * cos2 + beta * sin2 + twogcs; final double bigB = alpha * sin2 + beta * cos2 - twogcs; final double bigF = (alpha * tauC + 2 * (gamma * nuC + delta)) * tauC + (beta * nuC + 2 * epsilon) * nuC + zeta; final double l = FastMath.sqrt(-bigF / bigA); final double m = FastMath.sqrt(-bigF / bigB); if (Double.isNaN(l + m)) { // the plane does not intersect the ellipsoid return null; } if (l > m) { return new Ellipse(new Vector3D(1, planePoint, tauC, u, nuC, v), new Vector3D(cos, u, sin, v), new Vector3D(-sin, u, cos, v), l, m, frame); } else { return new Ellipse(new Vector3D(1, planePoint, tauC, u, nuC, v), new Vector3D(sin, u, -cos, v), new Vector3D(cos, u, sin, v), m, l, frame); } }
From source file:org.orekit.frames.Transform.java
/** Compute a composite rotation acceleration. * @param first first applied transform/*from w ww .ja va 2s . c o m*/ * @param second second applied transform * @return rotation acceleration part of the composite transform */ private static Vector3D compositeRotationAcceleration(final Transform first, final Transform second) { final Vector3D o1 = first.angular.getRotationRate(); final Vector3D oDot1 = first.angular.getRotationAcceleration(); final Rotation r2 = second.angular.getRotation(); final Vector3D o2 = second.angular.getRotationRate(); final Vector3D oDot2 = second.angular.getRotationAcceleration(); return new Vector3D(1, oDot2, 1, r2.applyTo(oDot1), -1, Vector3D.crossProduct(o2, r2.applyTo(o1))); }