ootk
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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;
}
}