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"); }
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)); }