Index Page surfpv_c

A B C D E F G H I J K L M N O P Q R S T U V W X

Procedure Abstract Required_Reading Keywords Brief_I/O Detailed_Input | Detailed_Output Parameters Exceptions Files Particulars Examples | Restrictions Literature_References Author_and_Institution Version Index_Entries

#### Procedure

       void surfpv_c ( ConstSpiceDouble      stvrtx[6],
                       ConstSpiceDouble      stdir [6],
                       SpiceDouble           a,
                       SpiceDouble           b,
                       SpiceDouble           c,
                       SpiceDouble           stx   [6],
                       SpiceBoolean        * found      )

#### Abstract

       Find the state (position and velocity) of the surface intercept
       defined by a specified ray, ray velocity, and ellipsoid.

#### Required_Reading

       None.

#### Keywords

       ELLIPSOID
       GEOMETRY

#### Brief_I/O

       Variable  I/O  Description
       --------  ---  --------------------------------------------------
       stvrtx     I   State of ray's vertex.
       stdir      I   State of ray's direction vector.
       a          I   Length of ellipsoid semi-axis along the x-axis.
       b          I   Length of ellipsoid semi-axis along the y-axis.
       c          I   Length of ellipsoid semi-axis along the z-axis.
       stx        O   State of surface intercept.
       found      O   Flag indicating whether intercept state was found.

#### Detailed_Input

       stvrtx         is the state of a ray's vertex. The first three
                      components of `stvrtx' are the vertex's x, y, and z
                      position components; the vertex's x, y, and z
                      velocity components follow.

                      The reference frame relative to which `stvrtx' is
                      specified has axes aligned with with those of a
                      triaxial ellipsoid. See the description below of the
                      arguments `a', `b', and `c'.

                      The vertex may be inside or outside of this
                      ellipsoid, but not on it, since the surface intercept
                      is a discontinuous function at vertices on the
                      ellipsoid's surface.

                      No assumption is made about the units of length and
                      time, but these units must be consistent with those
                      of the other inputs.

       stdir          is the state of the input ray's direction vector.
                      The first three components of `stdir' are a non-zero
                      vector giving the x, y, and z components of the
                      ray's direction; the direction vector's x, y, and
                      z velocity components follow.

                      `stdir' is specified relative to the same reference
                      frame as is `stvrtx'.

       a,
       b,
       c              are, respectively, the lengths of a triaxial
                      ellipsoid's semi-axes lying along the x, y, and
                      z axes of the reference frame relative to which
                      `stvrtx' and `stdir' are specified.

#### Detailed_Output

       stx            is the state of the intercept of the input ray on the
                      surface of the input ellipsoid. The first three
                      components of `stx' are the intercept's x, y, and z
                      position components; the intercept's x, y, and z
                      velocity components follow.

                      `stx' is specified relative to the same reference
                      frame as are `stvrtx' and `stdir'.

                      `stx' is defined if and only if both the intercept
                      and its velocity are computable, as indicated by the
                      output argument `found'.

                      The position units of `stx' are the same as those of
                      `stvrtx', `stdir', and `a', `b', and `c'. The time
                      units are the same as those of `stvrtx' and `stdir'.

       found          is a logical flag indicating whether `stx' is
                      defined. `found' is SPICETRUE if and only if both the
                      intercept and its velocity are computable. Note
                      that in some cases the intercept may computable
                      while the velocity is not; this can happen for
                      near-tangency cases.

#### Parameters

       None.

#### Exceptions

       1)  If the input ray's direction vector is the zero vector, then
           a routine in the call tree of this routine will signal
           an error.

       2)  If any of the ellipsoid's axis lengths is nonpositive,
           a routine in the call tree of this routine will signal
           an error.

       3)  If the vertex of the ray is on the ellipsoid,
           the error SPICE(INVALIDVERTEX) is signaled.

#### Files

       None.

#### Particulars

       The position and velocity of the ray's vertex as well as the
       ray's direction vector and velocity vary with time. The
       inputs to surfpv_c may be considered the values of these
       vector functions at a particular time, say t0. Thus

          State of vertex:            stvrtx = ( V(t0), V'(t0) )

          State of direction vector:  stdir  = ( D(t0), D'(t0) )

       To determine the intercept point, W(t0), we simply compute the
       intersection of the ray originating at V(t0) in the direction of
       D(t0) with the ellipsoid

            2      2      2
           x      y      z
          --- +  --- +  ---  =  1
            2      2      2
           A      B      C

       W(t) is the path of the intercept point along the surface of
       the ellipsoid. To determine the velocity of the intercept point,
       we need to take the time derivative of W(t), and evaluate it at
       t0. Unfortunately W(t) is a complicated expression, and its
       derivative is even more complicated.

       However, we know that the derivative of W(t) at t0, W'(t0), is
       tangent to W(t) at t0. Thus W'(t0) lies in the plane that is tangent
       to the ellipsoid at t0. Let X(t) be the curve in the tangent plane
       that represents the intersection of the ray emanating from V(t0)
       with direction D(t0) with that tangent plane.

          X'(t0) = W'(t0)

       The expression for X'(t) is much simpler than that of W'(t);
       surfpv_c evaluates X'(t) at t0.

       Derivation of X(t) and X'(t)
       ----------------------------------------------------------------

       W(t0) is the intercept point. Let N be a surface normal at I(t0).
       Then the tangent plane at W(t0) is the set of points X(t) such
       that

          < X(t) - I(t0), N > = 0

       X(t) can be expressed as the vector sum of the vertex
       and some scalar multiple of the direction vector,

          X(t) = V(t) + s(t) * D(t)

       where s(t) is a scalar function of time. The derivative of
       X(t) is given by

          X'(t) = V'(t)  +  s(t) * D'(t)  +  s'(t) * D(t)

       We have V(t0), V'(t0), D(t0), D'(t0), W(t0), and N, but to
       evaluate X'(t0), we need s(t0) and s'(t0). We derive an
       expression for s(t) as follows.

       Because X(t) is in the tangent plane, it must satisfy

          < X(t) - W(t0), N > = 0.

       Substituting the expression for X(t) into the equation above
       gives

          < V(t) + s(t) * D(t) - W(t0), N > = 0.

       Thus

          < V(t) - W(t0), N >  +  s(t) * < D(t), N > = 0,

       and
                      < V(t) - W(t0), N >
          s(t)  =  -  -------------------
                          < D(t), N >

       The derivative of s(t) is given by

          s'(t) =

              < D(t),N > * < V'(t),N >  -  < V(t)-W(t0),N > * < D'(t),N >
          -   -----------------------------------------------------------
                                               2
                                    < D(t), N >

#### Examples

       The numerical results shown for these examples may differ across
       platforms. The results depend on the compiler and supporting
       libraries, and the machine specific arithmetic implementation.

       1) Illustrate the role of the ray vertex velocity and
          ray direction vector velocity via several simple cases. Also
          show the results of a near-tangency computation.

       Example code begins here.

          #include <stdio.h>
          #include "SpiceUsr.h"

          int main()
          {
             /.
             Program surfpv_ex1
             ./

             SpiceBoolean            found;

             SpiceDouble             a;
             SpiceDouble             b;
             SpiceDouble             c;
             SpiceDouble             stvrtx [6];
             SpiceDouble             stdir  [6];
             SpiceDouble             stx    [6];

             SpiceInt                i;

             a = 1.0;
             b = 2.0;
             c = 3.0;

             printf ( "\nEllipsoid radii: \n"
                      "     a = %f\n"
                      "     b = %f\n"
                      "     c = %f\n",
                      a,
                      b,
                      c                      );

             for ( i = 0;  i < 3;  i++ )
             {
                if ( i == 0 )
                {
                   printf ( "\n%s\n\n",
                            "Case 1: Vertex varies, direction is constant"  );

                   stvrtx[0] =  2.0;
                   stvrtx[1] =  0.0;
                   stvrtx[2] =  0.0;
                   stvrtx[3] =  0.0;
                   stvrtx[4] =  0.0;
                   stvrtx[5] =  3.0;

                   stdir[0]  = -1.0;
                   stdir[1]  =  0.0;
                   stdir[2]  =  0.0;
                   stdir[3]  =  0.0;
                   stdir[4]  =  0.0;
                   stdir[5]  =  0.0;
                }
                else if ( i == 1 )
                {
                   printf ( "\n%s\n\n",
                            "Case 2: Vertex and direction both vary"  );

                   stvrtx[0] =  2.0;
                   stvrtx[1] =  0.0;
                   stvrtx[2] =  0.0;
                   stvrtx[3] =  0.0;
                   stvrtx[4] =  0.0;
                   stvrtx[5] =  3.0;

                   stdir[0]  = -1.0;
                   stdir[1]  =  0.0;
                   stdir[2]  =  0.0;
                   stdir[3]  =  0.0;
                   stdir[4]  =  0.0;
                   stdir[5]  =  4.0;
                }
                else
                {
                   printf ( "\n%s\n\n",
                            "Case 3: Vertex and direction both vary; "
                            "near-tangent case"                       );

                   stvrtx[2] =  c - 1.e-15;
                   stvrtx[5] =  1.e299;
                   stdir[5]  =  1.e299;
                }

                printf ( "Vertex:\n"
                         " %23.16e %23.16e %23.16e\n",
                         stvrtx[0],
                         stvrtx[1],
                         stvrtx[2]                    );

                printf ( "Vertex velocity:\n"
                         " %23.16e %23.16e %23.16e\n",
                         stvrtx[3],
                         stvrtx[4],
                         stvrtx[5]                    );

                printf ( "Direction:\n"
                         " %23.16e %23.16e %23.16e\n",
                         stdir[0],
                         stdir[1],
                         stdir[2]                     );

                printf ( "Direction velocity:\n"
                         " %23.16e %23.16e %23.16e\n",
                         stdir[3],
                         stdir[4],
                         stdir[5]                     );

                surfpv_c ( stvrtx, stdir, a, b, c, stx, &found );

                if ( !found)
                {
                   printf ( " No intercept state found.\n" );
                }
                else
                {
                   printf ( "Intercept:\n"
                            " %23.16e %23.16e %23.16e\n",
                            stx[0],
                            stx[1],
                            stx[2]                        );

                   printf ( "Intercept velocity:\n"
                            " %23.16e %23.16e %23.16e\n\n",
                            stx[3],
                            stx[4],
                            stx[5]                        );
                }
             }

             return ( 0 );
          }

       When this program was executed on a PC/Linux/gcc platform, the
       output was:

          Ellipsoid radii:
               a = 1.000000
               b = 2.000000
               c = 3.000000

          Case 1: Vertex varies, direction is constant

          Vertex:
            2.0000000000000000e+00  0.0000000000000000e+00  0.0000000000000000e+00
          Vertex velocity:
            0.0000000000000000e+00  0.0000000000000000e+00  3.0000000000000000e+00
          Direction:
           -1.0000000000000000e+00  0.0000000000000000e+00  0.0000000000000000e+00
          Direction velocity:
            0.0000000000000000e+00  0.0000000000000000e+00  0.0000000000000000e+00
          Intercept:
            1.0000000000000000e+00  0.0000000000000000e+00  0.0000000000000000e+00
          Intercept velocity:
            0.0000000000000000e+00  0.0000000000000000e+00  3.0000000000000000e+00

          Case 2: Vertex and direction both vary

          Vertex:
            2.0000000000000000e+00  0.0000000000000000e+00  0.0000000000000000e+00
          Vertex velocity:
            0.0000000000000000e+00  0.0000000000000000e+00  3.0000000000000000e+00
          Direction:
           -1.0000000000000000e+00  0.0000000000000000e+00  0.0000000000000000e+00
          Direction velocity:
            0.0000000000000000e+00  0.0000000000000000e+00  4.0000000000000000e+00
          Intercept:
            1.0000000000000000e+00  0.0000000000000000e+00  0.0000000000000000e+00
          Intercept velocity:
            0.0000000000000000e+00  0.0000000000000000e+00  7.0000000000000000e+00

          Case 3: Vertex and direction both vary; near-tangent case

          Vertex:
            2.0000000000000000e+00  0.0000000000000000e+00  2.9999999999999991e+00
          Vertex velocity:
            0.0000000000000000e+00  0.0000000000000000e+00 1.0000000000000001e+299
          Direction:
           -1.0000000000000000e+00  0.0000000000000000e+00  0.0000000000000000e+00
          Direction velocity:
            0.0000000000000000e+00  0.0000000000000000e+00 1.0000000000000001e+299
          Intercept:
            2.5809568279517847e-08  0.0000000000000000e+00  2.9999999999999991e+00
          Intercept velocity:
           -3.8745320362076641e+306  0.0000000000000000e+00 2.9999999741904321e+299

#### Restrictions

       None.

#### Literature_References

       None.

#### Author_and_Institution

       N.J. Bachman   (JPL)
       J.E. McLean    (JPL)
       W.L. Taber     (JPL)

#### Version

       -CSPICE Version 1.0.1, 22-JAN-2009 (NJB) (JEM) (WLT)

          Corrected header typo.

       -CSPICE Version 1.0.0, 05-JAN-2009 (NJB) (JEM) (WLT)

#### Index_Entries

       ellipsoid surface point and velocity

#### Link to routine surfpv_c source file surfpv_c.c

    Wed Apr  5 17:54:45 2017