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//# Copyright (C) 1997,1998,1999,2000,2001,2002,2003,2004
//# Associated Universities, Inc. Washington DC, USA.
//#
//# This library is free software; you can redistribute it and/or modify it
//# under the terms of the GNU Library General Public License as published by
//# the Free Software Foundation; either version 2 of the License, or (at your
//# option) any later version.
//#
//# This library 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 Library General Public
//# License for more details.
//#
//# You should have received a copy of the GNU Library General Public License
//# along with this library; if not, write to the Free Software Foundation,
//# Inc., 675 Massachusetts Ave, Cambridge, MA 02139, USA.
//#
//# Correspondence concerning AIPS++ should be addressed as follows:
//# Internet email: aips2-request@nrao.edu.
//# Postal address: AIPS++ Project Office
//# National Radio Astronomy Observatory
//# 520 Edgemont Road
//# Charlottesville, VA 22903-2475 USA
//#
//#
//# $Id$
#ifndef COORDINATES_COORDINATESYSTEM_H
#define COORDINATES_COORDINATESYSTEM_H
#include <casacore/casa/aips.h>
#include <casacore/coordinates/Coordinates/Coordinate.h>
#include <casacore/measures/Measures/MDirection.h>
#include <casacore/measures/Measures/MFrequency.h>
#include <casacore/coordinates/Coordinates/ObsInfo.h>
#include <casacore/casa/Containers/Block.h>
#include <casacore/measures/Measures/MDoppler.h>
namespace casacore { //# NAMESPACE CASACORE - BEGIN
template<class T> class Matrix;
class DirectionCoordinate;
class LinearCoordinate;
class SpectralCoordinate;
class StokesCoordinate;
class QualityCoordinate;
class TabularCoordinate;
class IPosition;
class LogIO;
// <summary>
// Interconvert pixel and world coordinates.
// </summary>
// <use visibility=export>
// <reviewed reviewer="Peter Barnes" date="1999/12/24" tests="tCoordinateSystem">
// </reviewed>
//
// <prerequisite>
// <li> <linkto class=Coordinate>Coordinate</linkto>
// </prerequisite>
// <synopsis>
// CoordinateSystem is the normal interface to coordinate systems,
// typically attached to an
// <linkto class=ImageInterface>ImageInterface</linkto>, however the
// coordinate system can be manipulated on its own. CoordinateSystem
// is in turn composed from various classes derived from the base class
// <linkto class=Coordinate>Coordinate</linkto>.
// <p>
// The fundamental operations available to the user of a
// CoordinateSystem are:
// <ol>
// <li> Transform a world (physical) coordinate to a pixel coordinate
// or vice versa via the methods toWorld and toPixel.
// <li> Compose a CoordinateSystem from one or more independent groups,
// typically the sky-plane transformation will be one group, and the
// spectral axis will be another group. Each group consists of a linear
// transformation (in FITS terms, apply <src>CRPIX, PC, CDELT</src>)
// to turn the pixel coordinates into relative world coordinates,
// followed by a (possibly) nonlinear projection to world coordinates
// (i.e. apply <src>CTYPE and CRVAL</src>), typically a sky projection
// or a frequency to velocity conversion. Note that an arbitrary rotation
// or linear transformation can be applied by changing the
// matrix.
// <li> Transpose the world and/or pixel axes.
// <li> One or more pixel or world axes may be removed. You are encouraged to
// leave all the world axes if you remove a pixel axis.
// Removing a world axis also removes the corresponding pixel axis.
// <li> Calculate the CoordinateSystem that results from a subimage
// operation.
// </ol>
//
// Note that all the knowledge to do with removing and transposing axes is
// maintained by the CoordinateSystem. The individual Coordinates, of which it
// is made, know nothing about this.
// <p>
// Although the CoordinateSystem exists in the absence of an image, the usual
// place you will find one is attached to an object derived from ImageInterface
// such as PagedImage. When you do so, the physical (or pixel) axes in the image
// map one to one with the pixel axes contained in the CoordinateSystem.
// It cannot be any other way as when you create a PagedImage, it is checked
// that there are equal numbers of image and CoordinateSystem pixel axes.
// It is up to the creator of the PagedImage to make sure that they are
// in the correct order.
// <p>
// However, the CoordinateSystem may have more world axes than pixel axes
// because it is possible to remove a pixel axis but not its associated
// world axis (for example for a moment image). Now, if you use
// the CoordinateSystem functions
// referencePixel and referenceValue, you will find the vector of reference
// values will have more values than the vector of reference pixels,
// if a pixel axis has been removed but not the world axis. You
// must use the ancilliary functions provided
// to find out what is where.
// <p>
// Let's consider an example where a CoordinateSystem consisted of
// a DirectionCoordinate and a SpectralCoordinate. Let us say that
// the first two pixel axes of the image associate (roughly of course
// because lines of constant RA and DEC are not parallel with
// the pixel coordinates) with the DirectionCoordinate (RA and DEC say)
// and the third pixel axis is the SpectralCoordinate.
// Now imagine we collapse the image along the second pixel axis (roughly,
// the DEC axis). For the output image, we remove the second pixel axis
// from the CoordinateSystem, but leave the world axis intact. This enables
// us to still be able to make coordinate conversions for the first (roughly RA)
// pixel axis. Thus, CoordinateSystem::referenceValue would return a Vector of
// length 3 (for RA, DEC and spectral), but CoordinateSystem::referencePixel
// would return a vector length 2 (for RA and spectral).
// <p>
// Now this CoordinateSystem has two Coordinates, a DirectionCoordinate and
// a SpectralCoordinate, and let us state that that is the order in which
// they exist in the CoordinateSystem (you can change them about if you wish);
// they are coordinates number 0 and 1. The DirectionCoordinate has two axes
// (RA and DEC) and the SpectralCoordinate has one axis. Only the
// CoordinateSystem knows about removed axes, the DirectionCoordinate
// itself is ignorant that it has been bisected. If you want to find
// out what axis in the Coordinate system is where, you can use
// the functions findPixelAxis or findWorldAxis.
//
// If we asked the former to find pixel axis 0, it would tell us that the
// Coordinate number was 0 (the DirectionCoordinate) and that the axis in
// that coordinate was 0 (the first axis in a DirectionCoordinate
// is always longitude, the second always latitude). If we asked it to find
// pixel axis 1, it would tell us that the coordinate number was 1
// (the SpectralCoordinate) and that the axis in that coordinate was 0
// (there is only one axis in a SpectralCoordinate). If we asked for
// pixelAxis 2 that would generate an error because our squashed image
// only has 2 pixel axes.
//
// Now, if we asked findWorldAxis similar questions,
// it would tell us that worldAxis 0 in the CoordinateSystem can be found in
// coordinate 0 (the DirectionCoordinate) in axis 0 of that DirectionCoordinate.
// Similarly, worldAxis 1 in the CoordinateSystem (which has not been removed)
// is in coordinate 0 (the DirectionCoordinate) in axis 1 of that
// Finally, worldAxis 2 in the CoordinateSystem is in coordinate 1
// (the SpectralCoordinate) in axis 0 of that SpectralCoordinate.
// <p>
// Other handy functions are pixelAxes and worldAxes.
// These list the pixel and world axes in
// the CoordinateSystem for the specified coordinate. Thus, if we asked
// pixelAxes to find the pixel axes for coordinate 0 (the DirectionCoordinate)
// in the CoordinateSystem it would return a vector [0, -1] indicating
// the second axis of the DirectionCoordinate has been removed. However,
// the worldAxes function would return [0,1] as no world axis has been removed.
// Similarly, if operated on coordinate 1 (the SpectralCoordinate), pixelAxes
// would return [1] and worldAxes would return [2].
//
// Because you can transpose the CoordinateSystem about, you should NEVER ASSUME
// ANYTHING except that the pixel axes of the CoordinateSystem map to the pixel
// axes of the image when you first construct the image.
//
// <p>
// SpectralCoordinate and DirectionCoordinate both have a (non-virtual) function
// called <src>setReferenceConversion</src>. This enables an extra conversion
// layer so that conversion between pixel and world can go to a reference frame
// other than the construction reference. When you use the function
// <src>convert</src>, these layers are active, but ONLY if the
// requested conversion is purely between pixel and world. For
// a SpectralCoordinate this must always be true (only has one axis)
// but for the DirectionCoordinate you might request a mixed
// pixel/world conversion. In this case, the extra conversion layer
// is ill-defined and not active (for the DirectionCoordinate part of it).
// </synopsis>
// <note role=caution>
// All pixels coordinates are zero relative.
// </note>
// <example>
// See the example in <linkto module=Coordinates>Coordinates.h</linkto>
// and tCoordinateSystem.cc
// </example>
// <motivation>
// Coordinate systems for images.
// </motivation>
//
// <thrown>
// <li> AipsError
// </thrown>
//
// <todo asof="1997/01/13">
// <li> Undelete individual removed axes.
// <li> Non-integral pixel shifts/decimations in subimage operations?
// <li> Copy-on-write for efficiency?
// <li> Check if the classes are thread safe in general
// </todo>
//
class CoordinateSystem : public Coordinate
{
public:
// Default constructor. This is an empty CoordinateSystem.
CoordinateSystem();
// Copying constructor (copy semantics)
CoordinateSystem(const CoordinateSystem &other);
// Assignment (copy semantics).
CoordinateSystem &operator=(const CoordinateSystem &other);
// Destructor
virtual ~CoordinateSystem();
// Add another Coordinate to this CoordinateSystem. This addition is done
// by copying, so that if coord changes the change is NOT
// reflected in the CoordinateSystem.
void addCoordinate(const Coordinate &coord);
// Transpose the CoordinateSystem so that world axis 0 is
// newWorldOrder(0) and so on for all the other axes.
// newPixelOrder works similarly. Normally you will give the
// same transformation vector for both the world and pixel transformations,
// however this is not required.
void transpose(const Vector<Int> &newWorldOrder,
const Vector<Int> &newPixelOrder);
// Find the world and pixel axis mappings to the supplied CoordinateSystem
// from the current coordinate system. <src>False</src> is
// returned if either the supplied or current coordinate system,
// has no world axes (and a message recoverable with function
// errorMessage indicating why). Otherwise <src>True</src> is returned.
// worldAxisMap(i) is the location of world axis <src>i</src> (from the
// supplied CoordinateSystem, cSys, in the current CoordinateSystem.
// worldAxisTranspose(i) is the location of world axis
// <src>i</src> (from the current CoordinateSystem) in the supplied
// CoordinateSystem, cSys. The output vectors
// are resized appropriately by this function. A value of -1
// in either vector means that the axis could not be found in the other
// CoordinateSystem. The vector <src>refChange</src> says
// if the types are the same, is there a reference type change
// (e.g. TOPO versus LSR for the SpectralCoordinate,
// or J2000 versus GALACTIC for DirectionCoordinate). Thus
// if refChange(i) is True, it means world axis i in the
// current CoordinateSystem was matched, but has a different
// reference type to that of the supplied CoordinateSystem.
// <group>
Bool worldMap (Vector<Int>& worldAxisMap,
Vector<Int>& worldAxisTranspose,
Vector<Bool>& refChange,
const CoordinateSystem& cSys) const;
Bool pixelMap (Vector<Int>& pixelAxisMap,
Vector<Int>& pixelAxisTranspose,
const CoordinateSystem& cSys) const;
// </group>
// Remove a world or pixel axis. When its value is required for forward or
// backwards transformations, use <src>replacement</src>
// <br>
// When a world axis is removed, the corresponding pixel axis is removed
// too, because it makes no sense having a pixel axis without world
// coordinates.
// <br>
// Removing a pixel axis without removing the corresponding world axis
// is, however, possible and meaningful. It can be used when e.g. a
// frequency plane is taken from a cube. The plane has 2 pixel axes, but
// the 3rd world axis can still describe the frequency coordinate.
// See also the functions in <linkto class=CoordinateUtil>CoordinateUtil</linkto>
// for removing lists of pixel/world axes (tricky because they shift down)
//
// False is returned (an error in <src>errorMessage()</src> will be set)
// if the axis is illegal, else returns True.
// <group>
Bool removeWorldAxis(uInt axis, Double replacement);
Bool removePixelAxis(uInt axis, Double replacement);
// </group>
// Return a CoordinateSystem appropriate for a shift of origin
// (the shift is subtracted from the reference pixel)
// and change of increment (the increments are multipled
// by the factor). Both vectors should be of length nPixelAxes().
//
// The newShape vector is only needed for the StokesCoordinate,
// if any. If this vector is of length zero, the new StokesCoordinate
// is formed from all of the available input Stokes after application
// of the shift and increment factor. Otherwise,
// the new Stokes axis length is equal to that specified after
// appliction of the shift and increment and excess values
// discarded. In addition, for any StokesCoordinate, the
// shift and factor must be integer. So <src>Int(value+0.5)</src>
// is taken before they are used.
// <group>
CoordinateSystem subImage(const Vector<Float> &originShift,
const Vector<Float> &incrFac,
const Vector<Int>& newShape) const;
void subImageInSitu (const Vector<Float> &originShift,
const Vector<Float> &incrFac,
const Vector<Int>& newShape);
// </group>
// Untranspose and undelete all axes. Does not undo the effects of
// subimaging.
void restoreOriginal();
// Returns the number of Coordinates that this CoordinateSystem contains.
// The order might be unrelated to the axis order through the results of
// transposing and removing axes.
uInt nCoordinates() const;
// For a given Coordinate say where its world and pixel axes are in
// this CoordinateSystem. The position in the returned Vector is its
// axis number in the Coordinate, and its value is the axis
// number in the CoordinateSystem. If the value is less than zero the axis
// has been removed from this CoordinateSystem.
// <group>
Vector<Int> worldAxes(uInt whichCoord) const;
Vector<Int> pixelAxes(uInt whichCoord) const;
// </group>
// Return the type of the given Coordinate.
Coordinate::Type type(uInt whichCoordinate) const;
// Returns the type of the given Coordinate as a string.
String showType(uInt whichCoordinate) const;
// Return the given Coordinate as a reference to the base
// class object.
const Coordinate& coordinate(uInt which) const;
// Return the given Coordinate.
// Throws an exception if retrieved as the wrong type.
// The versions which take no parameters will return the
// first (or in most cases only) coordinate of the requested type.
// If no such coordinate exists, an exception is thrown.
// <group>
const LinearCoordinate &linearCoordinate(uInt which) const;
const DirectionCoordinate &directionCoordinate() const;
const DirectionCoordinate &directionCoordinate(uInt which) const;
const SpectralCoordinate &spectralCoordinate(uInt which) const;
const SpectralCoordinate &spectralCoordinate() const;
const StokesCoordinate &stokesCoordinate() const;
const StokesCoordinate &stokesCoordinate(uInt which) const;
const QualityCoordinate &qualityCoordinate(uInt which) const;
const TabularCoordinate &tabularCoordinate(uInt which) const;
// </group>
// Replace one Coordinate with another. The mapping of the coordinate axes
// to the CoordinateSystem axes is unchanged, therefore the number of world
// and pixel axes must not be changed. You can, somewhat dangerously,
// change the type of the coordinate however. For example, replace a
// SpectralCoordinate with a 1-D Linearcoordinate. It is dangerous because
// the world replacement values (see removeWorldAxis) have to be scaled.
// The algorithm tries to find a scale factor between the old and new
// units and applies it to the replacement values. If it can't find
// a scale factor (non-conformant units) then the reference value is
// used for any world replacement values. If the latter occurs,
// it returns False, else True is returned.
Bool replaceCoordinate(const Coordinate &newCoordinate, uInt whichCoordinate);
// Find the Coordinate number that corresponds to the given type.
// Since there might be more than one Coordinate of a given type you
// can call this multiple times setting <src>afterCoord</src> to
// the last value found. Returns -1 if a Coordinate of the desired
// type is not found.
Int findCoordinate(Coordinate::Type type, Int afterCoord = -1) const;
// Given an axis number (pixel or world) in the CoordinateSystem,
// find the corresponding coordinate number and axis in that Coordinate.
// The returned values are set to -1 if the axis does not exist.
// <group>
void findWorldAxis(Int &coordinate, Int &axisInCoordinate,
uInt axisInCoordinateSystem) const;
void findPixelAxis(Int &coordinate, Int &axisInCoordinate,
uInt axisInCoordinateSystem) const;
// </group>
// Find the world axis for the given pixel axis in a CoordinateSystem.
// Returns -1 if the world axis is unavailable (e.g. if it has been
// removed).
Int pixelAxisToWorldAxis(uInt pixelAxis) const;
// Find the pixel axis for the given world axis in a CoordinateSystem.
// Returns -1 if the pixel axis is unavailable (e.g. if it has been
// removed).
Int worldAxisToPixelAxis(uInt worldAxis) const;
// Return the name of the record field in which the coordinate is stored.
String coordRecordName(uInt which) const;
// Returns <src>Coordinate::COORDSYS</src>
virtual Coordinate::Type type() const;
// Always returns "System"
virtual String showType() const;
// Sums the number of axes in the Coordinates that the CoordinateSystem
// contains, allowing for removed axes.
// <group>
virtual uInt nPixelAxes() const;
virtual uInt nWorldAxes() const;
// </group>
// Convert a pixel position to a world position or vice versa. Returns True
// if the conversion succeeds, otherwise it returns <src>False</src> and
// <src>errorMessage()</src> contains an error message.
// The input vector must be of length <src>nPixelAxes</src> or
// <src>nWorldAxes</src>. The output vector is resized appropriately.
// if <src>useConversionFrame</src>, if the coordinate has a conversion layer frame
// (such as can be present in spectral and direction coordinates), it
// is used. Else, the native frame is used for the conversion.
// <group>
virtual Bool toWorld(Vector<Double> &world,
const Vector<Double> &pixel, Bool useConversionFrame=True) const;
// This one throws an exception rather than returning False. After all, that's
// what exceptions are for.
virtual Vector<Double> toWorld(const Vector<Double> &pixel) const;
virtual Bool toPixel(Vector<Double> &pixel,
const Vector<Double> &world) const;
// This one throws an exception rather than returning False.
virtual Vector<Double> toPixel(const Vector<Double> &world) const;
// </group>
// convert a pixel "length" to a world "length"
virtual Quantity toWorldLength(
const Double nPixels,
const uInt pixelAxis
) const;
// This is provided as a convenience since it is a very commonly desired
// operation through CoordinateSystem. The output vector is resized.
Bool toWorld(Vector<Double> &world, const IPosition &pixel) const;
Vector<Double> toWorld(const IPosition& pixel) const;
// Batch up a lot of transformations. The first (most rapidly varying) axis
// of the matrices contain the coordinates. Returns False if any conversion
// failed and <src>errorMessage()</src> will hold a message.
// The <src>failures</src> array (True for fail, False for success)
// is the length of the number of conversions and
// holds an error status for each conversion.
// <group>
virtual Bool toWorldMany(Matrix<Double>& world,
const Matrix<Double>& pixel,
Vector<Bool>& failures) const;
virtual Bool toPixelMany(Matrix<Double>& pixel,
const Matrix<Double>& world,
Vector<Bool>& failures) const;
// </group>
// Mixed pixel/world coordinate conversion.
// <src>worldIn</src> and <src>worldAxes</src> are of length n<src>worldAxes</src>.
// <src>pixelIn</src> and <src>pixelAxes</src> are of length nPixelAxes.
// <src>worldAxes(i)=True</src> specifies you have given a world
// value in <src>worldIn(i)</src> to convert to pixel.
// <src>pixelAxes(i)=True</src> specifies you have given a pixel
// value in <src>pixelIn(i)</src> to convert to world.
// You cannot specify the same axis via <src>worldAxes</src>
// and pixelAxes.
// Values in <src>pixelIn</src> are converted to world and
// put into <src>worldOut</src> in the appropriate world axis
// location. Values in <src>worldIn</src> are copied to
// <src>worldOut</src>.
// Values in <src>worldIn</src> are converted to pixel and
// put into <src>pixelOut</src> in the appropriate pixel axis
// location. Values in <src>pixelIn</src> are copied to
// <src>pixelOut</src>. Vectors
// <src>worldMin</src> and <src>worldMax</src> specify the range of the world
// coordinate (in the world axis units of that world axis
// in the coordinate system) being solved for in a mixed calculation
// for each world axis. They are only actually used for DirectionCoordinates
// and for all other coordinates the relevant elements are ignored.
// Functions <src>setWorldMixRanges, worldMixMin, worldMixMax</src> can be
// used to compute and recover the world ranges. If you don't know
// the values, use functions <src>setDefaultWorldMixRanges, worldMixMin, worldMixMax</src>.
// Removed axes are handled (for example, a removed pixel
// axis with remaining corresponding world axis will
// correctly be converted to world using the replacement
// value).
// Returns True if the conversion succeeds, otherwise it returns <src>False</src> and
// <src>errorMessage()</src> contains an error message. The output vectors
// are resized.
virtual Bool toMix(Vector<Double>& worldOut,
Vector<Double>& pixelOut,
const Vector<Double>& worldIn,
const Vector<Double>& pixelIn,
const Vector<Bool>& worldAxes,
const Vector<Bool>& pixelAxes,
const Vector<Double>& worldMin,
const Vector<Double>& worldMax) const;
// Compute and recover the world min and max ranges, for use in function <src>toMix</src>,
// for a lattice of the given shape (must be of length <src>nPixelAxes()</src>).
// Removed pixel axes (with remaining world axes are handled). With
// the retrieval functions, the output vectors are resized. They return
// False if they fail (and then <src>setDefaultWorldMixRanges</src> generates the ranges)
// with a reason in <src>errorMessage()</src>.
// The <src>setDefaultWorldMixRanges</src> function
// gives you a useful default range if you don't know the shape.
// The only Coordinate type for which these ranges are actually
// used in <src>toMix</src> is DirectionCoordinate (because its coupled). For
// the rest the functionality is provided but never used
// by toMix.
//<group>
virtual Bool setWorldMixRanges (const IPosition& shape);
virtual void setDefaultWorldMixRanges ();
virtual Vector<Double> worldMixMin () const;
virtual Vector<Double> worldMixMax () const;
//</group>
// Make absolute coordinates relative and vice-versa (relative
// to the reference pixel/value). The vectors must be of length
// <src>nPixelAxes()</src> or <src>nWorldAxes()</src>
//<group>
virtual void makePixelRelative (Vector<Double>& pixel) const;
virtual void makePixelAbsolute (Vector<Double>& pixel) const;
virtual void makeWorldRelative (Vector<Double>& world) const;
virtual void makeWorldAbsolute (Vector<Double>& world) const;
//</group>
// Make absolute coordinates relative and vice versa with respect
// to the given reference value. Add the other functions in this grouping
// as needed. The vectors must be of length
// <src>nPixelAxes()</src> or <src>nWorldAxes()</src>
//<group>
virtual void makeWorldAbsoluteRef (Vector<Double>& world,
const Vector<Double>& refVal) const;
//</group>
// Batch up a lot of absolute/relative transformations.
// Parameters as above for
// <src>toWorldMany</src> and <src>toPixelMany</src>
// <group>
virtual void makePixelRelativeMany (Matrix<Double>& pixel) const;
virtual void makePixelAbsoluteMany (Matrix<Double>& pixel) const;
virtual void makeWorldRelativeMany (Matrix<Double>& world) const;
virtual void makeWorldAbsoluteMany (Matrix<Double>& world) const;
// </group>
// General coordinate conversion. Only works if no axes
// have been removed and no axis reordering has occurred.
// That is pixel axes and world axes are the same.
//
// Specify the input coordinate values, input units,
// whether value is absolute (or relative). For output
// specify units and abs/rel. Units may be 'pix' and velocity consistent
// units (e.g. m/s). Specify doppler types if velocities
// involved. The pixel offsets allow for the input
// and output pixel coordinates to be something other than 0-rel.
// If your pixel coordinates are 1-rel input and output, set the
// offsets to -1 and 1
//
// The Matrix interface lets you do many conversions efficiently.
// Use <src>Matrix(nAxes, nConversions) </src> and
// <src>Matrix.column()=coordinate</src> or
// <src>Matrix(axis, iConversion)</src> to get the order right.
//
// These functions invoke <src>toMix</src>
// so make sure you call <src>setWorldMixRanges</src>
// first to set up the world ranges.
// <group>
Bool convert (Vector<Double>& coordOut,
const Vector<Double>& coordin,
const Vector<Bool>& absIn,
const Vector<String>& unitsIn,
MDoppler::Types dopplerIn,
const Vector<Bool>& absOut,
const Vector<String>& unitsOut,
MDoppler::Types dopplerOut,
Double pixInOffset = 0.0,
Double pixOutOffset = 0.0);
Bool convert (Matrix<Double>& coordOut,
const Matrix<Double>& coordIn,
const Vector<Bool>& absIn,
const Vector<String>& unitsIn,
MDoppler::Types dopplerIn,
const Vector<Bool>& absOut,
const Vector<String>& unitsOut,
MDoppler::Types dopplerOut,
Double pixInOffset = 0.0,
Double pixOutOffset = 0.0);
// </group>
// Return the requested attribute.
// <group>
virtual Vector<String> worldAxisNames() const;
virtual Vector<Double> referencePixel() const;
virtual Matrix<Double> linearTransform() const;
virtual Vector<Double> increment() const;
virtual Vector<Double> referenceValue() const;
// </group>
// Set the requested attribute. Note that these just
// change the internal values, they do not cause any recomputation.
// <group>
virtual Bool setWorldAxisNames(const Vector<String> &names);
virtual Bool setReferencePixel(const Vector<Double> &refPix);
virtual Bool setLinearTransform(const Matrix<Double> &xform);
virtual Bool setIncrement(const Vector<Double> &inc);
virtual Bool setReferenceValue(const Vector<Double> &refval);
// </group>
// Set/get the units. Adjust the increment and
// reference value by the ratio of the old and new units. This implies that
// the units must be known <linkto class=Unit>Unit</linkto> strings, and
// that they must be compatible, e.g. they can't change from time to
// length. If <src>throwException=True</src>, throw an exception rather than
// returning False on failure.
// <group>
virtual Bool setWorldAxisUnits(const Vector<String> &units);
Bool setWorldAxisUnits(const Vector<String> &units,
Bool throwException);
virtual Vector<String> worldAxisUnits() const;
// </group>
// Comparison function. Any private Double data members are compared
// with the specified fractional tolerance. Don't compare on the specified
// pixel axes in the CoordinateSystem. If the comparison returns
// <src>False</src>, errorMessage() contains a message about why.
// <group>
virtual Bool near(const Coordinate& other, Double tol=1e-6) const;
virtual Bool near(const Coordinate& other,
const Vector<Int>& excludePixelAxes,
Double tol=1e-6) const;
// </group>
// This function compares this and the other coordinate system,
// but ONLY for the non-removed pixel axes. It is less strict
// than near, which, for example, insists the number of coordinates
// is the same in each CS
Bool nearPixel (const CoordinateSystem& other, Double tol=1e-6) const;
// Format a world value nicely through the
// common format interface. See <linkto class=Coordinate>Coordinate</linkto>
// for basics.
//
// You specify a world value and its corresponding world axis in
// the CoordinateSystem.
//
// For the specified worldAxis, the coordinate
// number in the CoordinateSystem is found and the actual derived Coordinate
// class object for that number is created. The arguments to the formatting
// function are then passed on to the formatter for that Coordinate. So
// refer to the other derived Coordinate classes for specifics on the
// formatting.
virtual String format(
String& units,
Coordinate::formatType format,
Double worldValue,
uInt worldAxis,
Bool isAbsolute=True,
Bool showAsAbsolute=True,
Int precision=-1, Bool usePrecForMixed=False
) const;
// Miscellaneous information related to an observation, for example the
// observation date.
// <group>
ObsInfo obsInfo() const;
void setObsInfo(const ObsInfo &obsinfo);
// </group>
// Find the CoordinateSystem (you can safely caste the pointer to a CoordinateSystem)
// for when we Fourier Transform ourselves. This pointer
// must be deleted by the caller. Axes specifies which pixel axes of the Coordinate
// System you wish to transform. Shape specifies the shape of the image
// associated with all the axes of the CoordinateSystem. Currently you have
// no control over the reference pixel, it is always shape/2.
virtual Coordinate* makeFourierCoordinate (const Vector<Bool>& axes,
const Vector<Int>& shape) const;
// Save the CoordinateSystem into the supplied record using the supplied field name.
// The field must not exist, otherwise <src>False</src> is returned.
// If the CoordinateSystem is empty <src>False</src> is also returned.
// If <src>False</src> is returned, errorMessage() contains a message about why.
virtual Bool save(RecordInterface &container,
const String &fieldName) const;
// Restore the CoordinateSystem from a record. The <src>fieldName</src>
// can be empty, in which case the CoordinateSystem is restored
// directly from the Record, rather than a subrecord of it.
// A null pointer means that the restoration did not succeed - probably
// because fieldName doesn't exist or doesn't contain a CoordinateSystem.
static CoordinateSystem *restore(const RecordInterface &container,
const String &fieldName);
// Make a copy of the CoordinateSystem using new. The caller is responsible for calling
// delete.
virtual Coordinate* clone() const;
// Convert a CoordinateSystem to FITS, i.e. fill in ctype etc. In the record
// the keywords are vectors, it is expected that the actual FITS code will
// split them into scalars and upcase the names. Returns False if one of the
// keywords is already taken.
//
// If writeWCS is True, attempt to write the WCS convention (Greisen and
// Calabretta "Representation of celestial coordinates in FITS").
// Use <src>oneRelative=True</src> to convert zero-relative pixel coordinates to
// one-relative FITS coordinates.
//
// prefix gives the prefix for the FITS keywords. E.g.,
// if prefix="c" then crval, cdelt etc.
// if prefix="d" then drval, ddelt etc.
//# Much of the work in to/from fits should be moved to the individual
//# classes.
Bool toFITSHeader(RecordInterface &header,
IPosition &shape,
Bool oneRelative,
Char prefix = 'c', Bool writeWCS=True,
Bool preferVelocity=True,
Bool opticalVelocity=True,
Bool preferWavelength=False,
Bool airWavelength=False) const;
// Probably even if we return False we should set up the best linear
// coordinate that we can.
// Use oneRelative=True to convert one-relative FITS pixel coordinates to
// zero-relative Casacore coordinates.
// On output, <src>stokesFITSValue</src>
// holds the FITS value of any unofficial Stokes (beam, optical depth,
// spectral index) for the last unofficial value accessed (-1 if none).
// The idea is that if the Stokes axis is of length one and holds an
// unofficial value, you should drop the STokes axis and convert that
// value to <src>ImageInfo::ImageTypes</src> with
// <src>ImageInfo::imageTypeFromFITSValue</src>.
// If on input, <src>stokesFITSValue</src> is positive, then a warning
// is issued if any unofficial values are encountered.
// Otherwise no warning is issued.
//# cf comment in toFITS.
static Bool fromFITSHeader(Int& stokesFITSValue,
CoordinateSystem &coordsys,
RecordInterface& recHeader,
const Vector<String>& header,
const IPosition& shape,
uInt which=0);
// List all header information. By default, the reference
// values and pixel increments are converted to a "nice" unit before
// formatting (e.g. RA is shown as HH:MM:SS.S).
// For spectral axes, both frequency and velocity information is listed. You
// can specify what velocity definition you want with <src>velocityType</src>
// If you wish, you can specify two shapes; a lattice and tile shape
// (perhaps an image from which the CoordinateSystem came)
// If you give (both of) these, they are included in the listing. If you pass
// in zero length <src>IPositions</src> then they are not included in
// the listing. If <src>postlocally=True</src> the formatted summary lines
// are written locally only to the sink, and then returned by the return value
// vector.
Vector<String> list(LogIO& os, MDoppler::Types doppler,
const IPosition& latticeShape,
const IPosition& tileShape, Bool postLocally=False) const;
// Does this coordinate system have a spectral axis?
Bool hasSpectralAxis() const;
// What number is the spectral axis?
// If doWorld=True, the world axis number is returned.
// Otherwise, the pixel axis number is returned.
// Returns -1 if the spectral axis (world c.q. pixel) does not exist.
Int spectralAxisNumber(Bool doWorld=False) const;
// what number is the spectral coordinate?
// Returns -1 if no spectral coordinate exists.
Int spectralCoordinateNumber() const;
// does this coordinate system have a polarizaion/stokes coordinate?
Bool hasPolarizationCoordinate() const;
Bool hasPolarizationAxis() const
{ return hasPolarizationCoordinate(); }
// Given a stokes or polarization parameter, find the pixel location.
// Note the client is responsible for any boundedness checks
// (eg finite number of stokes in an image).
Int stokesPixelNumber(const String& stokesString) const;
// what is the number of the polarization/stokes coordinate?
// Returns -1 if no stokes coordinate exists.
Int polarizationCoordinateNumber() const;
// What is the number of the polarization/stokes axis?
// If doWorld=True, the world axis number is returned.
// Otherwise, the pixel axis number is returned.
// Returns -1 if the stokes axis (world c.q. pixel) does not exist.
Int polarizationAxisNumber(Bool doWorld=False) const;
// Does this coordinate system have a quality axis?
Bool hasQualityAxis() const;
// what number is the quality axis? Returns -1 if no quality axis exists.
Int qualityAxisNumber() const;
// what is the number of the quality coordinate?
// Returns -1 if no quality coordinate exists.
Int qualityCoordinateNumber() const;
// Given a quality parameter, find the pixel location.
// Note the client is responsible for any boundedness checks
// (eg finite number of quality in an image).
Int qualityPixelNumber(const String& qualityString) const;
String qualityAtPixel(const uInt pixel) const;
Int directionCoordinateNumber() const;
Bool hasDirectionCoordinate() const;
// Get the pixel axis numbers of the direction coordinate in this object.
// The order of the returned axis numbers is always longitude axis first,
// latitude axis second.
Vector<Int> directionAxesNumbers() const;
String stokesAtPixel(const uInt pixel) const;
Int linearCoordinateNumber() const;
Bool hasLinearCoordinate() const;
Vector<Int> linearAxesNumbers() const;
// Get the 0 based order of the minimal match strings specified in <src>order</src>.
// If <src>requireAll</src> is True, checks are done to ensure that all axes in
// the coordinate system are uniquely specified in <src>order</src>.
// If <src>allowFriendlyNames</src> is True, the following (fully specified) strings
// will match the specified axes:
// "spectral" matches both "frequency" and "velocity".
// "ra" matches "right ascension".
Vector<Int> getWorldAxesOrder(Vector<String>& myNames, Bool requireAll,
Bool allowFriendlyNames=False) const;
// Is the abscissa in the DirectionCoordinate the longitude axis?
// Throws exception if there is no DirectionCoordinate or if either of
// the direction pixel axes have been removed.
// For a normal direction coordinate, this will return True.
Bool isDirectionAbscissaLongitude() const;
// Set Spectral conversion layer of SpectralCoordinate in CoordinateSystem
// so that pixel<->world go to the specified frequency system (a valid
// MFrequency::Types string). Returns False if frequency system invalid
// or if no DirectionCoordinate or if cant get Date/Epoch.
// <group>
Bool setSpectralConversion (String& errorMsg, const String frequencySystem);
// This version throws an exception rather than returning False.
void setSpectralConversion (const String frequencySystem);
//</group>
// Set rest frequency of SpectralCoordinate in CoordinateSystem.
// Unit must be consistent with Hz or m.
// Returns False if invalid inputs (and CS not changed) and an error message.
Bool setRestFrequency (String& errorMsg, const Quantity& freq);
private:
// Where we store copies of the coordinates we are created with.
PtrBlock<Coordinate *> coordinates_p;
// For coordinate[i] axis[j],
// world_maps_p[i][j], if >=0 gives the location in the
// input vector that maps to this coord/axis,
// <0 means that the axis has been removed
// world_tmp_p[i] a temporary vector length coord[i]->nworldAxes()
// replacement_values_p[i][j] value to use for this axis if removed
PtrBlock<Block<Int> *> world_maps_p;
PtrBlock<Vector<Double> *> world_tmps_p;
PtrBlock<Vector<Double> *> world_replacement_values_p;
// Same meanings as for the world*'s above.
PtrBlock<Block<Int> *> pixel_maps_p;
PtrBlock<Vector<Double> *> pixel_tmps_p;
PtrBlock<Vector<Double> *> pixel_replacement_values_p;
// These temporaries all needed for the toMix function
PtrBlock<Vector<Bool> *> worldAxes_tmps_p;
PtrBlock<Vector<Bool> *> pixelAxes_tmps_p;
PtrBlock<Vector<Double> *> worldOut_tmps_p;
PtrBlock<Vector<Double> *> pixelOut_tmps_p;
PtrBlock<Vector<Double> *> worldMin_tmps_p;
PtrBlock<Vector<Double> *> worldMax_tmps_p;
// Miscellaneous information about the observation associated with this
// Coordinate System.
ObsInfo obsinfo_p;
const static String _class;
static Mutex _mapInitMutex;
static map<String, String> _friendlyAxisMap;
static void _initFriendlyAxisMap();
// Helper functions to group common code.
Bool mapOne(Vector<Int>& worldAxisMap,
Vector<Int>& worldAxisTranspose,
Vector<Bool>& refChange,
const CoordinateSystem& cSys,
const CoordinateSystem& cSys2,
const uInt coord, const uInt coord2) const;
void copy(const CoordinateSystem &other);
void clear();
Bool checkAxesInThisCoordinate(const Vector<Bool>& axes, uInt which) const;
// Delete some pointer blocks
void cleanUpSpecCoord (PtrBlock<SpectralCoordinate*>& in,
PtrBlock<SpectralCoordinate*>& out);
// Delete temporary maps
void deleteTemps (const uInt which);
// Many abs/rel conversions
// <group>
void makeWorldAbsRelMany (Matrix<Double>& value, Bool toAbs) const;
void makePixelAbsRelMany (Matrix<Double>& value, Bool toAbs) const;
// </group>
// Do subImage for Stokes
StokesCoordinate stokesSubImage(const StokesCoordinate& sc, Int originShift, Int pixincFac,
Int newShape) const;
// Do subImage for Quality
QualityCoordinate qualitySubImage(const QualityCoordinate& qc, Int originShift, Int pixincFac,
Int newShape) const;
// Strip out coordinates with all world and pixel axes removed
CoordinateSystem stripRemovedAxes (const CoordinateSystem& cSys) const;
// All these functions are in support of the <src>list</src> function
// <group>
void listDirectionSystem(LogIO& os) const;
void listFrequencySystem(LogIO& os, MDoppler::Types velocityType) const;
void listPointingCenter (LogIO& os) const;
void getFieldWidths (LogIO& os, uInt& widthAxis, uInt& widthCoordType,
uInt& widthCoordNumber, uInt& widthName,
uInt& widthProj, uInt& widthShape,
uInt& widthTile, uInt& widthRefValue,
uInt& widthRefPixel, uInt& widthInc,
uInt& widthUnits, Int& precRefValSci,
Int& precRefValFloat, Int& precRefValRADEC,
Int& precRefPixFloat, Int& precIncSci, String& nameAxis,
String& nameCoordType, String& nameCoordNumber, String& nameName, String& nameProj,
String& nameShape, String& nameTile,
String& nameRefValue, String& nameRefPixel,
String& nameInc, String& nameUnits,
MDoppler::Types velocityType,
const IPosition& latticeShape, const IPosition& tileShape) const;
void listHeader (LogIO& os, Coordinate* pc, uInt& widthAxis, uInt& widthCoordType, uInt& widthCoordNumber,
uInt& widthName, uInt& widthProj,
uInt& widthShape, uInt& widthTile, uInt& widthRefValue,
uInt& widthRefPixel, uInt& widthInc, uInt& widthUnits,
Bool findWidths, Int coordinate, Int axisInCoordinate, Int pixelAxis,
Int precRefValSci, Int precRefValFloat, Int precRefValRADEC, Int precRefPixFloat,
Int precIncSci, const IPosition& latticeShape, const IPosition& tileShape) const;
void listVelocity (LogIO& os, Coordinate* pc, uInt widthAxis,
uInt widthCoordType, uInt widthCoordNumber,
uInt& widthName, uInt widthProj,
uInt widthShape, uInt widthTile, uInt& widthRefValue,
uInt widthRefPixel, uInt& widthInc, uInt& widthUnits,
Bool findWidths, Int axisInCoordinate, Int pixelAxis,
MDoppler::Types velocityType, Int precRefValSci, Int precRefValFloat,
Int precRefValRADEC, Int precRefPixFloat, Int precIncSci) const;
void clearFlags (LogIO& os) const;
Bool velocityIncrement(Double& velocityInc, SpectralCoordinate& sc,
MDoppler::Types velocityType, const String& velUnits) const;
// </group>
void _downcase(Vector<String>& vec) const
{ for (uInt i=0; i<vec.size(); ++i) vec[i].downcase(); }
};
} //# NAMESPACE CASACORE - END
#endif
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