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Elphel
x3domlet
Commits
0e3c7053
Commit
0e3c7053
authored
Nov 17, 2018
by
Oleg Dzhimiev
Browse files
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started constructing derivatives
parent
7647bcd0
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-74
x3dom_deltas.js
js/x3dom_deltas.js
+248
-74
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js/x3dom_deltas.js
View file @
0e3c7053
...
@@ -53,80 +53,6 @@ function Av_f(mark,pars){
...
@@ -53,80 +53,6 @@ function Av_f(mark,pars){
}
}
function
v_f
(
mark
,
pars
){
var
e1_world
=
get_e1_w
(
mark
,
pars
);
var
e2_world
=
get_e2_w
(
mark
,
pars
);
// pointing from model mark to map mark
var
v
=
e1_world
.
subtract
(
e2_world
);
return
v
;
}
// model to world (for debugging mainly)
function
get_e1_M2W
(
mark
,
pars
){
var
heading
=
pars
.
heading
*
Math
.
PI
/
180
;
var
tilt
=
(
pars
.
tilt
-
90
)
*
Math
.
PI
/
180
;
var
roll
=
pars
.
roll
*
Math
.
PI
/
180
;
// Heading,Tilt,Roll
var
Mh
=
x3dom
.
fields
.
SFMatrix4f
.
rotationZ
(
heading
);
var
Mt
=
x3dom
.
fields
.
SFMatrix4f
.
rotationY
(
tilt
);
var
Mr
=
x3dom
.
fields
.
SFMatrix4f
.
rotationX
(
roll
);
// I'll need R'
var
R
=
Mh
.
mult
(
Mt
).
mult
(
Mr
);
// T is constant
var
T
=
x3dom_toYawPitchRoll
();
var
M2W
=
R
.
mult
(
T
);
return
M2W
;
}
// get ellipse 1 in world coordinates
function
get_e1_w
(
mark
,
pars
){
var
M2W
=
get_e1_M2W
(
mark
,
pars
);
var
W2M
=
M2W
.
inverse
();
var
e1_model
=
new
x3dom
.
fields
.
SFVec3f
(
mark
.
model
.
x
,
mark
.
model
.
y
,
mark
.
model
.
z
);
var
e1_world
=
M2W
.
multMatrixVec
(
e1_model
);
return
e1_world
;
}
// get ellipse 2 in world coordinates
function
get_e2_w
(
mark
,
pars
){
var
p0_ll
=
new
L
.
LatLng
(
pars
.
lat
,
pars
.
lng
);
var
p1_ll
=
new
L
.
LatLng
(
mark
.
map
.
lat
,
mark
.
map
.
lng
);
// get coordinates of marker in real world coorinates
// the world is
var
pi_ll
=
new
L
.
LatLng
(
p0_ll
.
lat
,
p1_ll
.
lng
);
// will need derivatives from this distanceTo
var
dx
=
pi_ll
.
distanceTo
(
p1_ll
);
var
dy
=
p0_ll
.
distanceTo
(
pi_ll
);
var
dz
=
(
mark
.
map
.
alt
-
pars
.
alt
)
*
(
-
1
);
// sign
if
(
p1_ll
.
lng
<
p0_ll
.
lng
)
dy
=
-
dy
;
if
(
p1_ll
.
lat
<
p0_ll
.
lat
)
dx
=
-
dx
;
// dx,dy,dz - coorinates map marker in 'world' coordinates
// with the center in p0
//
// which is ellipse 2 e2.
var
e2_world
=
new
x3dom
.
fields
.
SFVec3f
(
dx
,
dy
,
dz
);
return
e2_world
;
}
function
A_f
(
mark
,
pars
){
function
A_f
(
mark
,
pars
){
var
e1_world
=
get_e1_w
(
mark
,
pars
);
var
e1_world
=
get_e1_w
(
mark
,
pars
);
...
@@ -235,6 +161,164 @@ function A_f(mark,pars){
...
@@ -235,6 +161,164 @@ function A_f(mark,pars){
}
}
function
v_f
(
mark
,
pars
){
var
e1_world
=
get_e1_w
(
mark
,
pars
);
var
e2_world
=
get_e2_w
(
mark
,
pars
);
// pointing from model mark to map mark
var
v
=
e1_world
.
subtract
(
e2_world
);
return
v
;
}
// rads per degree
var
RPD
=
Math
.
PI
/
180
;
// v derivatives
function
dv_lat
(
mark
,
pars
){
// dv = de1 - de2, where de1==0
// dv = -de2
//var dlat = p2_ll.lat-p1_ll.lat;
//var dlon = p2_ll.lng-p1_ll.lng;
//var dy = Math.sin(dlon)*Math.cos(p2_ll.lat);
//var dx = Math.cos(p1_ll.lat)*Math.sin(p2_ll.lat)-Math.sin(p1_ll.lat)*Math.cos(p2_ll.lat)*Math.cos(dlon);
//
var
p0_ll
=
new
L
.
LatLng
(
pars
.
lat
,
pars
.
lng
);
var
p1_ll
=
new
L
.
LatLng
(
mark
.
map
.
lat
,
mark
.
map
.
lng
);
//var Earth = 6371000;
// take from leaflet
var
Earth
=
L
.
CRS
.
Earth
.
R
;
}
function
dv_heading
(
mark
,
pars
){
// dv = de1 - de2, where de2==0
var
heading
=
pars
.
heading
*
RPD
;
var
tilt
=
(
pars
.
tilt
-
90
)
*
RPD
;
var
roll
=
pars
.
roll
*
RPD
;
var
M
=
dHTR
(
heading
,
tilt
,
roll
);
var
T
=
x3dom_toYawPitchRoll
();
var
e1_model
=
new
x3dom
.
fields
.
SFVec3f
(
mark
.
model
.
x
,
mark
.
model
.
y
,
mark
.
model
.
z
);
var
dv_heading
=
M
.
mult
(
T
).
multMatrixVec
(
e1_model
).
multiply
(
RPD
);
return
dv_heading
;
}
function
dv_tilt
(
mark
,
pars
){
// dv = de1
var
heading
=
pars
.
heading
*
RPD
;
var
tilt
=
(
pars
.
tilt
-
90
)
*
RPD
;
var
roll
=
pars
.
roll
*
RPD
;
var
M
=
HdTR
(
heading
,
tilt
,
roll
);
var
T
=
x3dom_toYawPitchRoll
();
var
e1_model
=
new
x3dom
.
fields
.
SFVec3f
(
mark
.
model
.
x
,
mark
.
model
.
y
,
mark
.
model
.
z
);
var
dv_tilt
=
M
.
mult
(
T
).
multMatrixVec
(
e1_model
).
multiply
(
RPD
);
return
dv_tilt
;
}
function
dv_roll
(
mark
,
pars
){
// dv = de1
var
heading
=
pars
.
heading
*
RPD
;
var
tilt
=
(
pars
.
tilt
-
90
)
*
RPD
;
var
roll
=
pars
.
roll
*
RPD
;
var
M
=
HTdR
(
heading
,
tilt
,
roll
);
var
T
=
x3dom_toYawPitchRoll
();
var
e1_model
=
new
x3dom
.
fields
.
SFVec3f
(
mark
.
model
.
x
,
mark
.
model
.
y
,
mark
.
model
.
z
);
var
dv_roll
=
M
.
mult
(
T
).
multMatrixVec
(
e1_model
).
multiply
(
RPD
);
return
dv_roll
;
}
// BASIC FUNCTIONS and DERIVATIVES
// model to world (for debugging mainly)
function
get_e1_M2W
(
mark
,
pars
){
var
heading
=
pars
.
heading
*
RPD
;
var
tilt
=
(
pars
.
tilt
-
90
)
*
RPD
;
var
roll
=
pars
.
roll
*
RPD
;
// Heading,Tilt,Roll
var
Mh
=
x3dom
.
fields
.
SFMatrix4f
.
rotationZ
(
heading
);
var
Mt
=
x3dom
.
fields
.
SFMatrix4f
.
rotationY
(
tilt
);
var
Mr
=
x3dom
.
fields
.
SFMatrix4f
.
rotationX
(
roll
);
// I'll need R'
var
R
=
Mh
.
mult
(
Mt
).
mult
(
Mr
);
// T is constant
var
T
=
x3dom_toYawPitchRoll
();
var
M2W
=
R
.
mult
(
T
);
return
M2W
;
}
// get ellipse 1 in world coordinates
function
get_e1_w
(
mark
,
pars
){
var
M2W
=
get_e1_M2W
(
mark
,
pars
);
var
W2M
=
M2W
.
inverse
();
var
e1_model
=
new
x3dom
.
fields
.
SFVec3f
(
mark
.
model
.
x
,
mark
.
model
.
y
,
mark
.
model
.
z
);
var
e1_world
=
M2W
.
multMatrixVec
(
e1_model
);
return
e1_world
;
}
// get ellipse 2 in world coordinates
function
get_e2_w
(
mark
,
pars
){
var
p0_ll
=
new
L
.
LatLng
(
pars
.
lat
,
pars
.
lng
);
var
p1_ll
=
new
L
.
LatLng
(
mark
.
map
.
lat
,
mark
.
map
.
lng
);
// get coordinates of marker in real world coorinates
// the world is
var
pi_ll
=
new
L
.
LatLng
(
p0_ll
.
lat
,
p1_ll
.
lng
);
// will need derivatives from this distanceTo
var
dx
=
pi_ll
.
distanceTo
(
p1_ll
);
var
dy
=
p0_ll
.
distanceTo
(
pi_ll
);
var
dz
=
(
mark
.
map
.
alt
-
pars
.
alt
)
*
(
-
1
);
// sign
if
(
p1_ll
.
lng
<
p0_ll
.
lng
)
dy
=
-
dy
;
if
(
p1_ll
.
lat
<
p0_ll
.
lat
)
dx
=
-
dx
;
// dx,dy,dz - coorinates map marker in 'world' coordinates
// with the center in p0
//
// which is ellipse 2 e2.
var
e2_world
=
new
x3dom
.
fields
.
SFVec3f
(
dx
,
dy
,
dz
);
return
e2_world
;
}
function
Av_df_dx
(){
function
Av_df_dx
(){
console
.
log
(
"Welcome to dAv/dx"
);
console
.
log
(
"Welcome to dAv/dx"
);
...
@@ -397,13 +481,103 @@ function matrix_x3dom_to_numeric(m){
...
@@ -397,13 +481,103 @@ function matrix_x3dom_to_numeric(m){
}
}
// for rotation matrices
function
Rx
(
a
){
return
new
x3dom
.
fields
.
SFMatrix4f
(
1
,
0
,
0
,
0
,
0
,
Math
.
cos
(
a
),
-
Math
.
sin
(
a
),
0
,
0
,
Math
.
sin
(
a
),
Math
.
cos
(
a
),
0
,
0
,
0
,
0
,
1
);
}
function
Ry
(
a
){
return
new
x3dom
.
fields
.
SFMatrix4f
(
Math
.
cos
(
a
),
0
,
Math
.
sin
(
a
),
0
,
0
,
1
,
0
,
0
,
-
Math
.
sin
(
a
),
0
,
Math
.
cos
(
a
),
0
,
0
,
0
,
0
,
1
);
}
function
Rz
(
a
){
return
new
x3dom
.
fields
.
SFMatrix4f
(
Math
.
cos
(
a
),
-
Math
.
sin
(
a
),
0
,
0
,
Math
.
sin
(
a
),
Math
.
cos
(
a
),
0
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
0
,
1
);
}
function
dRx
(
a
){
return
new
x3dom
.
fields
.
SFMatrix4f
(
1
,
0
,
0
,
0
,
0
,
-
Math
.
sin
(
a
),
-
Math
.
cos
(
a
),
0
,
0
,
Math
.
cos
(
a
),
-
Math
.
sin
(
a
),
0
,
0
,
0
,
0
,
1
);
}
function
dRy
(
a
){
return
new
x3dom
.
fields
.
SFMatrix4f
(
-
Math
.
sin
(
a
),
0
,
Math
.
cos
(
a
),
0
,
0
,
1
,
0
,
0
,
-
Math
.
cos
(
a
),
0
,
-
Math
.
sin
(
a
),
0
,
0
,
0
,
0
,
1
);
}
function
dRz
(
a
){
return
new
x3dom
.
fields
.
SFMatrix4f
(
-
Math
.
sin
(
a
),
-
Math
.
cos
(
a
),
0
,
0
,
Math
.
cos
(
a
),
-
Math
.
sin
(
a
),
0
,
0
,
0
,
0
,
1
,
0
,
0
,
0
,
0
,
1
);
}
function
dHTR
(
h
,
t
,
r
){
var
m1
=
dRz
(
h
);
var
m2
=
Ry
(
t
);
var
m3
=
Rx
(
r
);
return
m1
.
mult
(
m2
).
mult
(
m3
);
}
function
HdTR
(
h
,
t
,
r
){
var
m1
=
Rz
(
h
);
var
m2
=
dRy
(
t
);
var
m3
=
Rx
(
r
);
return
m1
.
mult
(
m2
).
mult
(
m3
);
}
function
HTdR
(
h
,
t
,
r
){
var
m1
=
Rz
(
h
);
var
m2
=
Ry
(
t
);
var
m3
=
dRx
(
r
);
return
m1
.
mult
(
m2
).
mult
(
m3
);
}
...
...
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