/*************************************************************************** * Copyright (C) gempa GmbH * * All rights reserved. * * Contact: gempa GmbH (seiscomp-dev@gempa.de) * * * * GNU Affero General Public License Usage * * This file may be used under the terms of the GNU Affero * * Public License version 3.0 as published by the Free Software Foundation * * and appearing in the file LICENSE included in the packaging of this * * file. Please review the following information to ensure the GNU Affero * * Public License version 3.0 requirements will be met: * * https://www.gnu.org/licenses/agpl-3.0.html. * * * * Other Usage * * Alternatively, this file may be used in accordance with the terms and * * conditions contained in a signed written agreement between you and * * gempa GmbH. * ***************************************************************************/ #ifndef SEISCOMP_PROCESSING_OPERATOR_TRANSFORMATION_H #define SEISCOMP_PROCESSING_OPERATOR_TRANSFORMATION_H #include #include namespace Seiscomp { namespace Processing { namespace Operator { template struct Transformation { Transformation(const Math::Matrix3 &m); // Process N traces in place of length n void operator()(const Record *, T *data[N], int n, const Core::Time &, double) const; // publishs a processed component bool publish(int c) const; }; template struct Transformation { Transformation(const Math::Matrix3 &m) : matrix(m) {} bool publish(int c) const { return true; } void operator()(const Record *, T *data[2], int n, const Core::Time &, double) const { for ( int i = 0; i < n; ++i ) { Math::Vector3 v = matrix*Math::Vector3(*data[0], *data[1], 0); *data[0] = v.x; *data[1] = v.y; ++data[0]; ++data[1]; } } Math::Matrix3 matrix; }; template struct Transformation { Transformation(const Math::Matrix3 &m) : matrix(m) {} bool publish(int c) const { return true; } void operator()(const Record *, T *data[3], int n, const Core::Time &, double) const { for ( int i = 0; i < n; ++i ) { Math::Vector3 v = matrix*Math::Vector3(*data[0], *data[1], *data[2]); *data[0] = v.x; *data[1] = v.y; *data[2] = v.z; ++data[0]; ++data[1]; ++data[2]; } } Math::Matrix3 matrix; }; } } } #endif