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Orbital Object Toolkit including Multiple Propagators, Initial Orbit Determination, and Maneuver Calculations.

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/** * @author @thkruz Theodore Kruczek * @description Orbital Object ToolKit (ootk) is a collection of tools for working * with satellites and other orbital objects. * @license AGPL-3.0-or-later * @copyright (c) 2025 Kruczek Labs LLC * * Many of the classes are based off of the work of @david-rc-dayton and his * Pious Squid library (https://github.com/david-rc-dayton/pious_squid) which * is licensed under the MIT license. * * Orbital Object ToolKit is free software: you can redistribute it and/or modify it under the * terms of the GNU Affero General Public License as published by the Free Software * Foundation, either version 3 of the License, or (at your option) any later version. * * Orbital Object ToolKit is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License along with * Orbital Object ToolKit. If not, see <http://www.gnu.org/licenses/>. */ import { Vector3D, Vector, Radians } from '../main.js'; /** * A matrix is a rectangular array of numbers or other mathematical objects for * which operations such as addition and multiplication are defined. */ export class Matrix { elements: number[][]; readonly rows: number; readonly columns: number; constructor(elements: number[][]) { this.elements = elements; this.rows = elements.length; this.columns = (elements[0]).length; } /** * Creates a matrix with all elements set to zero. * @param rows - The number of rows in the matrix. * @param columns - The number of columns in the matrix. * @returns A matrix with all elements set to zero. */ static allZeros(rows: number, columns: number): Matrix { return this.fill(rows, columns, 0.0); } /** * Creates a new Matrix with the specified number of rows and columns, filled * with the specified value. * @param rows The number of rows in the matrix. * @param columns The number of columns in the matrix. * @param value The value to fill the matrix with. Default is 0.0. * @returns A new Matrix filled with the specified value. */ static fill(rows: number, columns: number, value = 0.0): Matrix { const elements: number[][] = []; for (let i = 0; i < rows; i++) { elements[i] = []; for (let j = 0; j < columns; j++) { (elements[i])[j] = value; } } return new Matrix(elements); } /** * Creates a rotation matrix around the X-axis. * @param theta - The angle of rotation in radians. * @returns The rotation matrix. */ static rotX(theta: Radians): Matrix { const cosT = Math.cos(theta); const sinT = Math.sin(theta); const result = Matrix.zero(3, 3); (result.elements[0])[0] = 1.0; (result.elements[1])[1] = cosT; (result.elements[1])[2] = sinT; (result.elements[2])[1] = -sinT; (result.elements[2])[2] = cosT; return result; } /** * Creates a rotation matrix around the y-axis. * @param theta - The angle of rotation in radians. * @returns The rotation matrix. */ static rotY(theta: Radians): Matrix { const cosT = Math.cos(theta); const sinT = Math.sin(theta); const result = Matrix.zero(3, 3); (result.elements[0])[0] = cosT; (result.elements[0])[2] = -sinT; (result.elements[1])[1] = 1.0; (result.elements[2])[0] = sinT; (result.elements[2])[2] = cosT; return result; } /** * Creates a rotation matrix around the Z-axis. * @param theta The angle of rotation in radians. * @returns The rotation matrix. */ static rotZ(theta: Radians): Matrix { const cosT = Math.cos(theta); const sinT = Math.sin(theta); const result = Matrix.zero(3, 3); (result.elements[0])[0] = cosT; (result.elements[0])[1] = sinT; (result.elements[1])[0] = -sinT; (result.elements[1])[1] = cosT; (result.elements[2])[2] = 1.0; return result; } /** * Creates a zero matrix with the specified number of rows and columns. * @param rows The number of rows in the matrix. * @param columns The number of columns in the matrix. * @returns A new Matrix object representing the zero matrix. */ static zero(rows: number, columns: number): Matrix { const elements: number[][] = []; for (let i = 0; i < rows; i++) { elements[i] = []; for (let j = 0; j < columns; j++) { (elements[i])[j] = 0.0; } } return new Matrix(elements); } /** * Creates an identity matrix of the specified dimension. * @param dimension The dimension of the identity matrix. * @returns The identity matrix. */ static identity(dimension: number): Matrix { const elements: number[][] = []; for (let i = 0; i < dimension; i++) { elements[i] = []; for (let j = 0; j < dimension; j++) { (elements[i])[j] = i === j ? 1.0 : 0.0; } } return new Matrix(elements); } /** * Creates a diagonal matrix with the given diagonal elements. * @param d - An array of diagonal elements. * @returns A new Matrix object representing the diagonal matrix. */ static diagonal(d: number[]): Matrix { const dimension = d.length; const elements: number[][] = []; for (let i = 0; i < dimension; i++) { elements[i] = []; for (let j = 0; j < dimension; j++) { (elements[i])[j] = i === j ? d[i] : 0.0; } } return new Matrix(elements); } /** * Adds the elements of another matrix to this matrix and returns the result. * @param m - The matrix to be added. * @returns The resulting matrix after addition. */ add(m: Matrix): Matrix { const result = Matrix.zero(this.rows, this.columns); for (let i = 0; i < this.rows; i++) { for (let j = 0; j < this.columns; j++) { (result.elements[i] ?? [])[j] = (this.elements[i]?.[j]) + (m.elements[i]?.[j]); } } return result; } /** * Subtracts the elements of another matrix from this matrix. * @param m - The matrix to subtract. * @returns A new matrix containing the result of the subtraction. */ subtract(m: Matrix): Matrix { const result = Matrix.zero(this.rows, this.columns); for (let i = 0; i < this.rows; i++) { for (let j = 0; j < this.columns; j++) { (result.elements[i] ?? [])[j] = (this.elements[i]?.[j]) - (m.elements[i]?.[j]); } } return result; } /** * Scales the matrix by multiplying each element by a scalar value. * @param n - The scalar value to multiply each element by. * @returns A new Matrix object representing the scaled matrix. */ scale(n: number): Matrix { const result = Matrix.zero(this.rows, this.columns); for (let i = 0; i < this.rows; i++) { for (let j = 0; j < this.columns; j++) { (result.elements[i] ?? [])[j] = (this.elements[i]?.[j]) * n; } } return result; } /** * Negates the matrix by scaling it by -1. * @returns The negated matrix. */ negate(): Matrix { return this.scale(-1); } /** * Multiplies this matrix with another matrix. * @param m The matrix to multiply with. * @returns The resulting matrix. */ multiply(m: Matrix): Matrix { const result = Matrix.zero(this.rows, m.columns); for (let i = 0; i < this.rows; i++) { for (let j = 0; j < m.columns; j++) { for (let k = 0; k < this.columns; k++) { ((result.elements[i])[j]) += (this.elements[i]?.[k]) * (m.elements[k]?.[j]); } } } return result; } /** * Computes the outer product of this matrix with another matrix. * @param m - The matrix to compute the outer product with. * @returns The resulting matrix. */ outerProduct(m: Matrix): Matrix { const result = Matrix.zero(this.rows, this.columns); for (let i = 0; i < this.rows; i++) { for (let j = 0; j < this.columns; j++) { (result.elements[i])[j] = (this.elements[i]?.[j]) * (m.elements[i]?.[j]); } } return result; } /** * Multiplies the matrix by a vector. * @param v The vector to multiply by. * @returns A new vector representing the result of the multiplication. */ multiplyVector(v: Vector): Vector { const result: number[] = []; for (let i = 0; i < this.rows; i++) { let total = 0.0; for (let j = 0; j < this.columns; j++) { total += (this.elements[i]?.[j]) * (v.elements[j]); } result[i] = total; } return new Vector(result); } /** * Multiplies a 3D vector by the matrix. * @template T - The type of the vector elements. * @param v - The 3D vector to multiply. * @returns The resulting 3D vector after multiplication. */ multiplyVector3D<T extends number>(v: Vector3D<T>): Vector3D<T> { const result: T[] = []; for (let i = 0; i < this.rows; i++) { let total = 0.0; for (let j = 0; j < this.columns; j++) { switch (j) { case 0: total += (this.elements[i]?.[j]) * v.x; break; case 1: total += (this.elements[i]?.[j]) * v.y; break; case 2: total += (this.elements[i]?.[j]) * v.z; break; default: break; } } result[i] = total as T; } return new Vector3D<T>((result[0]), (result[1]), (result[2])); } /** * Returns a new Matrix object where each element is the reciprocal of the * corresponding element in the current matrix. If an element in the current * matrix is zero, the corresponding element in the output matrix will also be * zero. * @returns A new Matrix object representing the reciprocal of the current * matrix. */ reciprocal(): Matrix { const output = Matrix.zero(this.rows, this.columns); for (let i = 0; i < this.rows; i++) { for (let j = 0; j < this.columns; j++) { if ((this.elements[i]?.[j]) !== 0) { (output.elements[i])[j] = 1 / (this.elements[i]?.[j]); } } } return output; } /** * Transposes the matrix by swapping rows with columns. * @returns A new Matrix object representing the transposed matrix. */ transpose(): Matrix { const result = Matrix.zero(this.columns, this.rows); for (let i = 0; i < this.rows; i++) { for (let j = 0; j < this.columns; j++) { (result.elements[j])[i] = (this.elements[i])[j]; } } return result; } /** * Performs the Cholesky decomposition on the matrix. * @returns A new Matrix object representing the Cholesky decomposition of the * original matrix. */ cholesky(): Matrix { const result = Matrix.zero(this.rows, this.rows); for (let i = 0; i < this.rows; i++) { for (let k = 0; k < i + 1; k++) { let total = 0.0; for (let j = 0; j < k; j++) { total += (result.elements[i]?.[j]) * (result.elements[k]?.[j]); } (result.elements[i])[k] = i === k ? Math.sqrt((this.elements[i]?.[i]) - total) : (1 / (result.elements[k]?.[k])) * ((this.elements[i]?.[k]) - total); } } return result; } /** * Swaps two rows in the matrix. * @param i - The index of the first row. * @param j - The index of the second row. */ private _swapRows(i: number, j: number): void { if (i === j) { return; } const tmp = this.elements[i]; this.elements[i] = this.elements[j]; this.elements[j] = tmp; } /** * Converts the matrix to reduced row echelon form using the Gaussian * elimination method. This method modifies the matrix in-place. */ private toReducedRowEchelonForm_(): void { for (let lead = 0, row = 0; row < this.rows && lead < this.columns; ++row, ++lead) { let i = row; while ((this.elements[i]?.[lead]) === 0) { if (++i === this.rows) { i = row; if (++lead === this.columns) { return; } } } this._swapRows(i, row); if ((this.elements[row]?.[lead]) !== 0) { const f = this.elements[row]?.[lead]; for (let column = 0; column < this.columns; ++column) { (this.elements[row])[column] /= f; } } for (let j = 0; j < this.rows; ++j) { if (j === row) { continue; } const f = (this.elements[j]?.[lead]); for (let column = 0; column < this.columns; ++column) { ((this.elements[j])[column]) -= f * (this.elements[row]?.[column]); } } } } /** * Calculates the inverse of the matrix. * @returns The inverse of the matrix. */ inverse(): Matrix { const tmp = Matrix.zero(this.rows, this.columns * 2); for (let row = 0; row < this.rows; ++row) { for (let column = 0; column < this.columns; ++column) { (tmp.elements[row])[column] = (this.elements[row])[column]; } (tmp.elements[row])[row + this.columns] = 1.0; } tmp.toReducedRowEchelonForm_(); const inv = Matrix.zero(this.rows, this.columns); for (let row = 0; row < this.rows; ++row) { for (let column = 0; column < this.columns; ++column) { ((inv.elements[row])[column]) = (tmp.elements[row]?.[column + this.columns]); } } return inv; } }