使用定姿四元数计算图像位置
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@@ -1,70 +1,20 @@
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package calculator
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import (
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"fmt"
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"math"
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"gonum.org/v1/gonum/mat"
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)
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// Quaternion represents a quaternion with scalar (w) and vector (x, y, z) parts
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type Quaternion struct {
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w, x, y, z float64
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W, X, Y, Z float64
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}
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// Quaternion multiplication
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func (q1 Quaternion) Mul(q2 Quaternion) Quaternion {
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return Quaternion{
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w: q1.w*q2.w - q1.x*q2.x - q1.y*q2.y - q1.z*q2.z,
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x: q1.w*q2.x + q1.x*q2.w + q1.y*q2.z - q1.z*q2.y,
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y: q1.w*q2.y - q1.x*q2.z + q1.y*q2.w + q1.z*q2.x,
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z: q1.w*q2.z + q1.x*q2.y - q1.y*q2.x + q1.z*q2.w,
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}
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}
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// Quaternion conjugate
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func (q Quaternion) Conjugate() Quaternion {
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return Quaternion{w: q.w, x: -q.x, y: -q.y, z: -q.z}
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}
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// Rotate vector by quaternion
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func (q Quaternion) Rotate(v [3]float64) [3]float64 {
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qv := Quaternion{w: 0, x: v[0], y: v[1], z: v[2]}
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qConj := q.Conjugate()
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qvRotated := q.Mul(qv).Mul(qConj)
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return [3]float64{qvRotated.x, qvRotated.y, qvRotated.z}
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}
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func main() {
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// 示例数据
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qBI := Quaternion{w: 1, x: 0, y: 0, z: 0} // 本体相对惯性系四元数
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posJ2000 := [3]float64{7000, 0, 0} // J2000位置
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// velJ2000 := [3]float64{0, 7.5, 0} // J2000速度
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// 相机参数
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const numPixels = 9520
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const fov = 10.0 * math.Pi / 180 // 假设视场角为10度
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// 逐像素计算地面交点
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for i := 0; i < numPixels; i++ {
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// 计算像素点相对光轴的偏角
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pixelOffset := (float64(i) - float64(numPixels)/2) / float64(numPixels)
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angle := pixelOffset * fov
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// 假设光轴在本体坐标系中指向-z方向,计算视线方向
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dBody := [3]float64{-math.Sin(angle), 0, -math.Cos(angle)}
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// 转换到惯性系
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dInertial := qBI.Rotate(dBody)
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// 计算地面交点(假设dInertial已经标准化)
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k := -posJ2000[2] / dInertial[2] // 简化的交点计算
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groundPoint := [3]float64{
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posJ2000[0] + k*dInertial[0],
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posJ2000[1] + k*dInertial[1],
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posJ2000[2] + k*dInertial[2],
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}
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// 转换到地理坐标
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lat, lon, _ := ECEFToGeodetic(groundPoint[0], groundPoint[1], groundPoint[2])
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fmt.Printf("Pixel %d: Latitude: %f, Longitude: %f\n", i, lat, lon)
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}
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// ToRotationMatrix converts a quaternion to a rotation matrix.
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func (q Quaternion) ToRotationMatrix() *mat.Dense {
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w, x, y, z := q.W, q.X, q.Y, q.Z
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return mat.NewDense(3, 3, []float64{
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1 - 2*y*y - 2*z*z, 2*x*y - 2*w*z, 2*x*z + 2*w*y,
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2*x*y + 2*w*z, 1 - 2*x*x - 2*z*z, 2*y*z - 2*w*x,
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2*x*z - 2*w*y, 2*y*z + 2*w*x, 1 - 2*x*x - 2*y*y,
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})
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}
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