bfc1967529
So many files in JSBSim use cout that it is not productive to remove iostream from header files.
410 lines
13 KiB
C++
410 lines
13 KiB
C++
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Module: FGMatrix33.cpp
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Author: Tony Peden, Jon Berndt, Mathias Frolich
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Date started: 1998
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Purpose: FGMatrix33 class
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Called by: Various
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------------- Copyright (C) 1998 by the authors above -------------
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
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details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA.
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Further information about the GNU Lesser General Public License can also be found on
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the world wide web at http://www.gnu.org.
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FUNCTIONAL DESCRIPTION
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--------------------------------------------------------------------------------
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HISTORY
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--------------------------------------------------------------------------------
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??/??/?? TP Created
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03/16/2000 JSB Added exception throwing
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#include "FGMatrix33.h"
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#include "FGColumnVector3.h"
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namespace JSBSim {
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static const char *IdSrc = "$Id$";
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static const char *IdHdr = ID_MATRIX33;
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS IMPLEMENTATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33::FGMatrix33(void)
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{
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data[0] = data[1] = data[2] = data[3] = data[4] = data[5] =
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data[6] = data[7] = data[8] = 0.0;
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Debug(0);
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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ostream& operator<<(ostream& os, const FGMatrix33& M)
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{
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for (unsigned int i=1; i<=M.Rows(); i++) {
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for (unsigned int j=1; j<=M.Cols(); j++) {
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if (i == M.Rows() && j == M.Cols())
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os << M(i,j);
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else
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os << M(i,j) << ", ";
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}
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}
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return os;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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istream& operator>>(istream& is, FGMatrix33& M)
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{
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for (unsigned int i=1; i<=M.Rows(); i++) {
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for (unsigned int j=1; j<=M.Cols(); j++) {
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is >> M(i,j);
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}
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}
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return is;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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double FGMatrix33::Determinant(void) const {
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return Entry(1,1)*Entry(2,2)*Entry(3,3) + Entry(1,2)*Entry(2,3)*Entry(3,1)
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+ Entry(1,3)*Entry(2,1)*Entry(3,2) - Entry(1,3)*Entry(2,2)*Entry(3,1)
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- Entry(1,2)*Entry(2,1)*Entry(3,3) - Entry(2,3)*Entry(3,2)*Entry(1,1);
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33 FGMatrix33::Inverse(void) const {
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// Compute the inverse of a general matrix using Cramers rule.
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// I guess googling for cramers rule gives tons of references
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// for this. :)
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double rdet = 1.0/Determinant();
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double i11 = rdet*(Entry(2,2)*Entry(3,3)-Entry(2,3)*Entry(3,2));
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double i21 = rdet*(Entry(2,3)*Entry(3,1)-Entry(2,1)*Entry(3,3));
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double i31 = rdet*(Entry(2,1)*Entry(3,2)-Entry(2,2)*Entry(3,1));
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double i12 = rdet*(Entry(1,3)*Entry(3,2)-Entry(1,2)*Entry(3,3));
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double i22 = rdet*(Entry(1,1)*Entry(3,3)-Entry(1,3)*Entry(3,1));
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double i32 = rdet*(Entry(1,2)*Entry(3,1)-Entry(1,1)*Entry(3,2));
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double i13 = rdet*(Entry(1,2)*Entry(2,3)-Entry(1,3)*Entry(2,2));
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double i23 = rdet*(Entry(1,3)*Entry(2,1)-Entry(1,1)*Entry(2,3));
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double i33 = rdet*(Entry(1,1)*Entry(2,2)-Entry(1,2)*Entry(2,1));
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return FGMatrix33( i11, i12, i13,
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i21, i22, i23,
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i31, i32, i33 );
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGMatrix33::InitMatrix(void)
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{
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data[0] = data[1] = data[2] = data[3] = data[4] = data[5] =
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data[6] = data[7] = data[8] = 0.0;
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}
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// *****************************************************************************
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// binary operators ************************************************************
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// *****************************************************************************
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FGMatrix33 FGMatrix33::operator-(const FGMatrix33& M) const
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{
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return FGMatrix33( Entry(1,1) - M(1,1),
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Entry(1,2) - M(1,2),
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Entry(1,3) - M(1,3),
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Entry(2,1) - M(2,1),
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Entry(2,2) - M(2,2),
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Entry(2,3) - M(2,3),
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Entry(3,1) - M(3,1),
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Entry(3,2) - M(3,2),
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Entry(3,3) - M(3,3) );
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33& FGMatrix33::operator-=(const FGMatrix33 &M)
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{
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data[0] -= M.data[0];
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data[1] -= M.data[1];
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data[2] -= M.data[2];
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data[3] -= M.data[3];
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data[4] -= M.data[4];
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data[5] -= M.data[5];
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data[6] -= M.data[6];
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data[7] -= M.data[7];
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data[8] -= M.data[8];
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return *this;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33 FGMatrix33::operator+(const FGMatrix33& M) const
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{
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return FGMatrix33( Entry(1,1) + M(1,1),
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Entry(1,2) + M(1,2),
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Entry(1,3) + M(1,3),
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Entry(2,1) + M(2,1),
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Entry(2,2) + M(2,2),
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Entry(2,3) + M(2,3),
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Entry(3,1) + M(3,1),
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Entry(3,2) + M(3,2),
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Entry(3,3) + M(3,3) );
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33& FGMatrix33::operator+=(const FGMatrix33 &M)
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{
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Entry(1,1) += M(1,1);
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Entry(1,2) += M(1,2);
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Entry(1,3) += M(1,3);
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Entry(2,1) += M(2,1);
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Entry(2,2) += M(2,2);
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Entry(2,3) += M(2,3);
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Entry(3,1) += M(3,1);
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Entry(3,2) += M(3,2);
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Entry(3,3) += M(3,3);
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return *this;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33 FGMatrix33::operator*(const double scalar) const
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{
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return FGMatrix33( scalar * Entry(1,1),
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scalar * Entry(1,2),
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scalar * Entry(1,3),
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scalar * Entry(2,1),
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scalar * Entry(2,2),
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scalar * Entry(2,3),
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scalar * Entry(3,1),
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scalar * Entry(3,2),
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scalar * Entry(3,3) );
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33 operator*(double scalar, FGMatrix33 &M)
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{
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return FGMatrix33( scalar * M(1,1),
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scalar * M(1,2),
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scalar * M(1,3),
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scalar * M(2,1),
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scalar * M(2,2),
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scalar * M(2,3),
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scalar * M(3,1),
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scalar * M(3,2),
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scalar * M(3,3) );
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33& FGMatrix33::operator*=(const double scalar)
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{
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Entry(1,1) *= scalar;
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Entry(1,2) *= scalar;
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Entry(1,3) *= scalar;
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Entry(2,1) *= scalar;
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Entry(2,2) *= scalar;
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Entry(2,3) *= scalar;
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Entry(3,1) *= scalar;
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Entry(3,2) *= scalar;
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Entry(3,3) *= scalar;
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return *this;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33 FGMatrix33::operator*(const FGMatrix33& M) const
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{
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// FIXME: Make compiler friendlier
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FGMatrix33 Product;
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Product(1,1) = Entry(1,1)*M(1,1) + Entry(1,2)*M(2,1) + Entry(1,3)*M(3,1);
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Product(1,2) = Entry(1,1)*M(1,2) + Entry(1,2)*M(2,2) + Entry(1,3)*M(3,2);
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Product(1,3) = Entry(1,1)*M(1,3) + Entry(1,2)*M(2,3) + Entry(1,3)*M(3,3);
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Product(2,1) = Entry(2,1)*M(1,1) + Entry(2,2)*M(2,1) + Entry(2,3)*M(3,1);
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Product(2,2) = Entry(2,1)*M(1,2) + Entry(2,2)*M(2,2) + Entry(2,3)*M(3,2);
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Product(2,3) = Entry(2,1)*M(1,3) + Entry(2,2)*M(2,3) + Entry(2,3)*M(3,3);
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Product(3,1) = Entry(3,1)*M(1,1) + Entry(3,2)*M(2,1) + Entry(3,3)*M(3,1);
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Product(3,2) = Entry(3,1)*M(1,2) + Entry(3,2)*M(2,2) + Entry(3,3)*M(3,2);
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Product(3,3) = Entry(3,1)*M(1,3) + Entry(3,2)*M(2,3) + Entry(3,3)*M(3,3);
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return Product;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33& FGMatrix33::operator*=(const FGMatrix33& M)
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{
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// FIXME: Make compiler friendlier
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double a,b,c;
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a = Entry(1,1); b=Entry(1,2); c=Entry(1,3);
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Entry(1,1) = a*M(1,1) + b*M(2,1) + c*M(3,1);
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Entry(1,2) = a*M(1,2) + b*M(2,2) + c*M(3,2);
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Entry(1,3) = a*M(1,3) + b*M(2,3) + c*M(3,3);
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a = Entry(2,1); b=Entry(2,2); c=Entry(2,3);
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Entry(2,1) = a*M(1,1) + b*M(2,1) + c*M(3,1);
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Entry(2,2) = a*M(1,2) + b*M(2,2) + c*M(3,2);
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Entry(2,3) = a*M(1,3) + b*M(2,3) + c*M(3,3);
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a = Entry(3,1); b=Entry(3,2); c=Entry(3,3);
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Entry(3,1) = a*M(1,1) + b*M(2,1) + c*M(3,1);
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Entry(3,2) = a*M(1,2) + b*M(2,2) + c*M(3,2);
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Entry(3,3) = a*M(1,3) + b*M(2,3) + c*M(3,3);
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return *this;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33 FGMatrix33::operator/(const double scalar) const
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{
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FGMatrix33 Quot;
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if ( scalar != 0 ) {
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double tmp = 1.0/scalar;
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Quot(1,1) = Entry(1,1) * tmp;
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Quot(1,2) = Entry(1,2) * tmp;
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Quot(1,3) = Entry(1,3) * tmp;
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Quot(2,1) = Entry(2,1) * tmp;
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Quot(2,2) = Entry(2,2) * tmp;
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Quot(2,3) = Entry(2,3) * tmp;
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Quot(3,1) = Entry(3,1) * tmp;
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Quot(3,2) = Entry(3,2) * tmp;
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Quot(3,3) = Entry(3,3) * tmp;
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} else {
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MatrixException mE;
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mE.Message = "Attempt to divide by zero in method FGMatrix33::operator/(const double scalar)";
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throw mE;
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}
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return Quot;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGMatrix33& FGMatrix33::operator/=(const double scalar)
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{
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if ( scalar != 0 ) {
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double tmp = 1.0/scalar;
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Entry(1,1) *= tmp;
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Entry(1,2) *= tmp;
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Entry(1,3) *= tmp;
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Entry(2,1) *= tmp;
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Entry(2,2) *= tmp;
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Entry(2,3) *= tmp;
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Entry(3,1) *= tmp;
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Entry(3,2) *= tmp;
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Entry(3,3) *= tmp;
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} else {
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MatrixException mE;
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mE.Message = "Attempt to divide by zero in method FGMatrix33::operator/=(const double scalar)";
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throw mE;
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}
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return *this;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGMatrix33::T(void)
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{
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for (unsigned int i=1; i<=3; i++) {
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for (unsigned int j=i+1; j<=3; j++) {
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double tmp = Entry(i,j);
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Entry(i,j) = Entry(j,i);
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Entry(j,i) = tmp;
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}
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}
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGColumnVector3 FGMatrix33::operator*(const FGColumnVector3& v) const {
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double tmp1 = v(1)*Entry(1,1);
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double tmp2 = v(1)*Entry(2,1);
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double tmp3 = v(1)*Entry(3,1);
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tmp1 += v(2)*Entry(1,2);
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tmp2 += v(2)*Entry(2,2);
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tmp3 += v(2)*Entry(3,2);
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tmp1 += v(3)*Entry(1,3);
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tmp2 += v(3)*Entry(2,3);
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tmp3 += v(3)*Entry(3,3);
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return FGColumnVector3( tmp1, tmp2, tmp3 );
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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// The bitmasked value choices are as follows:
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// unset: In this case (the default) JSBSim would only print
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// out the normally expected messages, essentially echoing
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// the config files as they are read. If the environment
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// variable is not set, debug_lvl is set to 1 internally
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// 0: This requests JSBSim not to output any messages
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// whatsoever.
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// 1: This value explicity requests the normal JSBSim
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// startup messages
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// 2: This value asks for a message to be printed out when
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// a class is instantiated
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// 4: When this value is set, a message is displayed when a
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// FGModel object executes its Run() method
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// 8: When this value is set, various runtime state variables
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// are printed out periodically
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// 16: When set various parameters are sanity checked and
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// a message is printed out when they go out of bounds
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void FGMatrix33::Debug(int from)
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{
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if (debug_lvl <= 0) return;
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if (debug_lvl & 1) { // Standard console startup message output
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if (from == 0) { // Constructor
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}
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}
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if (debug_lvl & 2 ) { // Instantiation/Destruction notification
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if (from == 0) cout << "Instantiated: FGMatrix33" << endl;
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if (from == 1) cout << "Destroyed: FGMatrix33" << endl;
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}
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if (debug_lvl & 4 ) { // Run() method entry print for FGModel-derived objects
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}
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if (debug_lvl & 8 ) { // Runtime state variables
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}
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if (debug_lvl & 16) { // Sanity checking
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}
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if (debug_lvl & 64) {
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if (from == 0) { // Constructor
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cout << IdSrc << endl;
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cout << IdHdr << endl;
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}
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}
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}
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}
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