private PolarCorrectedAlignment(Vect3 equAxis, AlignStar[] stars, double altOffset, Rotation3 rotationToStand, double equAngleFactor, Rotation3 correction) { equAxis_ = equAxis; if (stars != null && stars.Length > 0) { stars_ = new AlignStar[stars.Length]; for (int i = 0; i < stars.Length; ++i) { if (stars[i] != null) { stars_[i] = (AlignStar)stars[i].Clone(); } } } altOffset_ = altOffset; rotationToStand_ = rotationToStand; equAngleFactor_ = equAngleFactor; correction_ = correction; }
// deep cloning private FourStarsAlignment(Vect3 equAxis, AlignStar[] stars, Rotation3 rotationToStand, double altOffset, double equHorzDiff, double quality, Precisions precesions, int iterationCnt, bool alignmentDone) { if (stars.Length < 4 || stars.Length > stars_.Length) { throw new ApplicationException("too few alignment stars"); } // check equatorial angles: 1) should be within limits for stars 0,1, 2) should be within limits for stars 2,3, and 3) should be different for (0,1) and (2,3) star pairs if (Math.Abs(stars[0].EquAngle - stars[1].EquAngle) > precesions.iterEquAngleDiff_ || Math.Abs(stars[2].EquAngle - stars[3].EquAngle) > precesions.iterEquAngleDiff_ || stars[0].EquAngle == stars[2].EquAngle) { throw new ApplicationException("bad data for 4-stars alignment"); } // check equatorial angles: 1) should be same for stars 0 and 1, 2) should be same for stars 2 and 3, and 3) should be different for (0,1) and (2,3) star pairs //if (stars[0].EquAngle != stars[1].EquAngle || stars[2].EquAngle != stars[3].EquAngle || stars[0].EquAngle == stars[2].EquAngle) // throw new ApplicationException("bad data for 4-stars alignment"); equAxis_ = equAxis; for (int i = 0; i < stars.Length; ++i) { if (stars[i] != null) { stars_[i] = (AlignStar)stars[i].Clone(); } } rotationToStand_ = rotationToStand; altOffset_ = altOffset; equScopeDiff_ = stars_[2].EquAngle - stars_[0].EquAngle; equHorzDiff_ = equHorzDiff; quality_ = quality; precesions_ = precesions; iterationCnt_ = iterationCnt; alignmentDone_ = alignmentDone; }
private void AlignDynamic() { double equAngleFactor = 1; for (int i = 0; i < precesions_.iterCnt_; ++i) { Vect3 star1horz_corrected = new Rotation3((stars_[1].EquAngle - stars_[0].EquAngle) * equAngleFactor, equAxis_).Apply(stars_[1].Horz); Vect3 star3horz_corrected = new Rotation3((stars_[3].EquAngle - stars_[2].EquAngle) * equAngleFactor, equAxis_).Apply(stars_[3].Horz); double altOffset0; Rotation3 rotationToStand0; double quality0; TwoStarsAlignment.Align(stars_[0].Horz, stars_[0].Scope, star1horz_corrected, stars_[1].Scope, precesions_, out altOffset0, out rotationToStand0, out quality0); double altOffset1; Rotation3 rotationToStand1; double quality1; TwoStarsAlignment.Align(stars_[2].Horz, stars_[2].Scope, star3horz_corrected, stars_[3].Scope, precesions_, out altOffset1, out rotationToStand1, out quality1); Rotation3 eqRotation = rotationToStand0.Conj * rotationToStand1; // actual equatorial rotation Vect3 equAxisNew = eqRotation.Axis; double diff = Vect3.VMul(equAxis_, equAxisNew).Abs; equAxis_ = equAxisNew; if (diff < precesions_.iterEquAxisDiff_) { equHorzDiff_ = eqRotation.Angle; // Generally, it isn't equal to equScopeDiff_. It depends on platform accuracy. rotationToStand_ = rotationToStand0; altOffset_ = (altOffset0 + altOffset1) / 2; // average offset quality_ = (quality0 > quality1) ? quality0 : quality1; // maximal quality iterationCnt_ = i + 1; return; } equAngleFactor = eqRotation.Angle / equScopeDiff_; } throw new ApplicationException("too many iterations"); }
// deep cloning private DSCAlignment(Vect3 equAxis, Alignment currAlignment, Precisions precesions) { equAxis_ = equAxis; currAlignment_ = (Alignment)currAlignment.Clone(); precesions_ = precesions; }
public override Alignment CorrectEquAxis(Vect3 newEquAxis) { currAlignment_ = currAlignment_.CorrectEquAxis(newEquAxis); return(this); }
public DSCAlignment(Vect3 equAxis, Precisions precesions) { equAxis_ = equAxis; precesions_ = precesions; currAlignment_ = new OneStarAlignment(equAxis_, precesions_); }
public abstract Alignment CorrectEquAxis(Vect3 newEquAxis);
public Vect3 Apply(Vect3 v) { return((this * v * Conj).Vect); }
public static Vect3 VMul(Vect3 v0, Vect3 v1) { return(new Vect3(v0.y_ * v1.z_ - v0.z_ * v1.y_, v0.z_ * v1.x_ - v0.x_ * v1.z_, v0.x_ * v1.y_ - v0.y_ * v1.x_)); }
public static double SMul(Vect3 v0, Vect3 v1) { return(v0.x_ * v1.x_ + v0.y_ * v1.y_ + v0.z_ * v1.z_); }
public OneStarAlignment(Vect3 equAxis, Precisions precesions, AlignStar star) { equAxis_ = equAxis; precesions_ = precesions; MakeAlignment((AlignStar)star.Clone()); }
public OneStarAlignment(Vect3 equAxis, Precisions precesions) { equAxis_ = equAxis; precesions_ = precesions; }
public override Alignment CorrectEquAxis(Vect3 newEquAxis) { return(this); }
public static void Align(Vect3 horz0, PairA scope0, Vect3 horz1, PairA scope1, Precisions precesions, out double altOffset, out Rotation3 rotationToStand, out double quality) { altOffset = CalcAltOffset(horz0, scope0, horz1, scope1); Vect3 s0 = new Vect3(scope0.Offset(0, -altOffset)); Vect3 s1 = new Vect3(scope1.Offset(0, -altOffset)); double abs; Vect3 n0 = horz0 - s0; abs = n0.Abs; if (abs < precesions.rotation_) { double angle = CalcRotationAngle(s0, horz1, s1); if (angle == 0 || angle == Math.PI) { throw new ApplicationException("Error7"); } quality = -1; rotationToStand = new Rotation3(angle, s0); return; } n0 /= abs; Vect3 n1 = horz1 - s1; abs = n1.Abs; if (abs < precesions.rotation_) { double angle = CalcRotationAngle(s1, horz0, s0); if (angle == 0 || angle == Math.PI) { throw new ApplicationException("Error8"); } quality = -2; rotationToStand = new Rotation3(angle, s1); return; } n1 /= abs; // axis Vect3 axis = Vect3.VMul(n0, n1); abs = axis.Abs; if (abs < precesions.axis_) { throw new ApplicationException("Error4"); } axis /= abs; double angle0 = CalcRotationAngle(axis, horz0, s0); if (angle0 == 0 || angle0 == Math.PI) { throw new ApplicationException("Error5"); } double angle1 = CalcRotationAngle(axis, horz1, s1); if (angle1 == 0 || angle1 == Math.PI) { throw new ApplicationException("Error6"); } quality = Math.Abs(angle0 - angle1); rotationToStand = new Rotation3((angle0 + angle1) / 2, axis); }
private static double CalcRotationAngle(Vect3 n, Vect3 a0, Vect3 a1) { double an = Vect3.SMul(a0, n); return(Math.Atan2(Vect3.SMul(n, Vect3.VMul(a0, a1)), Vect3.SMul(a0, a1) - an * an)); }
public TwoStarsAlignment(Vect3 equAxis, Precisions precesions) { equAxis_ = equAxis; precesions_ = precesions; alignmentDone_ = false; }