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use super::na::{Vector6, VectorN, U3, U6};
use super::Dynamics;
use celestia::{CelestialBody, EARTH};
use io::gravity::GravityPotentialStor;
use std::cmp::min;
#[cfg(feature = "unvalidated")]
#[derive(Clone, Copy)]
pub struct Harmonics<S>
where
S: GravityPotentialStor,
{
neg_mu: f64,
body_radius: f64,
stor: S,
}
#[cfg(feature = "unvalidated")]
impl<S> Harmonics<S>
where
S: GravityPotentialStor,
{
pub fn from_stor<B: CelestialBody>(stor: S) -> Harmonics<S> {
Harmonics {
neg_mu: -B::gm(),
body_radius: B::eq_radius(),
stor,
}
}
}
#[cfg(feature = "unvalidated")]
impl<S: GravityPotentialStor> Dynamics for Harmonics<S> {
type StateSize = U6;
fn time(&self) -> f64 {
0.0
}
fn state(&self) -> VectorN<f64, Self::StateSize> {
Vector6::zeros()
}
fn set_state(&mut self, _new_t: f64, _new_state: &VectorN<f64, Self::StateSize>) {}
fn eom(&self, _t: f64, state: &VectorN<f64, Self::StateSize>) -> VectorN<f64, Self::StateSize> {
let radius = state.fixed_rows::<U3>(0).into_owned();
let r_ = radius.norm();
let s_ = radius[(0, 0)] / radius.norm();
let t_ = radius[(1, 0)] / radius.norm();
let u_ = radius[(2, 0)] / radius.norm();
let max_degree = self.stor.max_degree() as usize;
let max_order = self.stor.max_order() as usize;
let mut a_matrix: Vec<Vec<f64>> = (0..max_degree + 3).map(|_| Vec::with_capacity(max_degree + 3)).collect();
let mut vr01: Vec<Vec<f64>> = (0..max_degree + 3).map(|_| Vec::with_capacity(max_degree + 3)).collect();
let mut vr11: Vec<Vec<f64>> = (0..max_degree + 3).map(|_| Vec::with_capacity(max_degree + 3)).collect();
let mut re = Vec::with_capacity(max_degree + 3);
let mut im = Vec::with_capacity(max_degree + 3);
for n in 0..=max_degree + 2 {
for _m in 0..=max_degree + 2 {
a_matrix[n].push(0.0);
vr01[n].push(0.0);
vr11[n].push(0.0);
}
re.push(0.0);
im.push(0.0);
}
let sqrt2 = 2.0f64.sqrt();
for nu16 in 0..=max_degree {
let n = nu16 as f64;
for mu16 in 0..=min(nu16, max_order) {
let m = mu16 as f64;
vr01[nu16][mu16] = ((n - m) * (n + m + 1.0)).sqrt();
vr11[nu16][mu16] = (((2.0 * n + 1.0) * (n + m + 2.0) * (n + m + 1.0)) / (2.0 * n + 3.0)).sqrt();
if mu16 == 0 {
vr01[nu16][mu16] /= sqrt2;
vr11[nu16][mu16] /= sqrt2;
}
}
}
a_matrix[0][0] = 1.0;
for n in 1..=max_degree + 2 {
let nf64 = n as f64;
a_matrix[n][n] = ((2.0 * nf64 + 1.0) / (2.0 * nf64)).sqrt() * a_matrix[n - 1][n - 1]
}
a_matrix[1][0] = u_ * 3.0f64.sqrt();
for nu16 in 1..=max_degree + 1 {
let n = nu16 as f64;
a_matrix[nu16 + 1][nu16] = u_ * ((2.0 * n + 3.0) as f64).sqrt() * a_matrix[nu16][nu16];
}
for mu16 in 0..=max_order + 1 {
let m = mu16 as f64;
for nu16 in (mu16 + 2)..=max_degree + 1 {
let n = nu16 as f64;
let n1 = (((2.0 * n + 1.0) * (2.0 * n - 1.0)) / ((n - m) * (n + m))).sqrt();
let n2 = (((2.0 * n + 1.0) * (n - m - 1.0) * (n + m - 1.0)) / ((2.0 * n - 3.0) * (n + m) * (n - m))).sqrt();
a_matrix[nu16][mu16] = u_ * n1 * a_matrix[nu16 - 1][mu16] - n2 * a_matrix[nu16 - 2][mu16];
}
re[mu16] = if mu16 == 0 {
1.0
} else {
s_ * re[(mu16 - 1)] - t_ * im[(mu16 - 1)]
};
im[mu16] = if mu16 == 0 {
0.0
} else {
s_ * im[(mu16 - 1)] + t_ * re[(mu16 - 1)]
};
}
let rho = self.body_radius / r_;
let mut rho_np1 = (-self.neg_mu / r_) * rho;
let mut a1 = 0.0;
let mut a2 = 0.0;
let mut a3 = 0.0;
let mut a4 = 0.0;
for n in 1..=max_degree {
rho_np1 *= rho;
let mut sum1 = 0.0;
let mut sum2 = 0.0;
let mut sum3 = 0.0;
let mut sum4 = 0.0;
for m in 0..=min(n, max_order) {
let (c_val, s_val) = self.stor.cs_nm(n as u16, m as u16);
let d_ = (c_val * re[m] + s_val * im[m]) * sqrt2;
let e_ = if m == 0 {
0.0
} else {
(c_val * re[m - 1] + s_val * im[m - 1]) * sqrt2
};
let f_ = if m == 0 {
0.0
} else {
(s_val * re[m - 1] - c_val * im[m - 1]) * sqrt2
};
sum2 += (m as f64) * a_matrix[n][m] * f_;
sum1 += (m as f64) * a_matrix[n][m] * e_;
sum3 += vr01[n][m] * a_matrix[n][m + 1] * d_;
sum4 += vr11[n][m] * a_matrix[n + 1][m + 1] * d_;
}
let rr = rho_np1 / self.body_radius;
a1 += rr * sum1;
a2 += rr * sum2;
a3 += rr * sum3;
a4 -= rr * sum4;
}
Vector6::new(0.0, 0.0, 0.0, a1 + a4 * s_, a2 + a4 * t_, a3 + a4 * u_)
}
}