- Timestamp:
- 04/07/06 13:29:08 (19 years ago)
- Location:
- trunk/src
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/STPolLinear.cpp
r965 r1007 40 40 break; 41 41 case 1: 42 out = Vector<Float>(q * cos(phase) - getSpectrum(2) * sin(phase));42 out = Vector<Float>(q * cos(phase) - Float(2.0)*getSpectrum(2) * sin(phase)); 43 43 break; 44 44 case 2: 45 out = Vector<Float>(q * sin(phase) + getSpectrum(2) * cos(phase));45 out = Vector<Float>(q * sin(phase) + Float(2.0)*getSpectrum(2) * cos(phase)); 46 46 break; 47 47 case 3: 48 out = getFeedHand() * Vector<Float>(getSpectrum(3));48 out = getFeedHand() * Float(2.0) * Vector<Float>(getSpectrum(3)); 49 49 break; 50 50 } … … 94 94 switch(index) { 95 95 case 0: 96 out = (I + V) ;96 out = (I + V)/Float(2.0); 97 97 break; 98 98 case 1: 99 out = (I - V) ;99 out = (I - V)/Float(2.0); 100 100 break; 101 101 default: … … 146 146 Q = Q2; 147 147 Matrix<Float>& specs = getSpectra(); 148 specs.column(0) = I+Q;149 specs.column(1) = I-Q;150 specs.column(2) = U ;148 specs.column(0) = (I+Q)/Float(2.0); 149 specs.column(1) = (I-Q)/Float(2.0); 150 specs.column(2) = U/Float(2.0); 151 151 152 152 } -
trunk/src/STPolLinear.h
r904 r1007 19 19 20 20 /** 21 The linear representation of polarisation 21 The linear representation of polarisation. 22 We are using the following convention: 23 @li I = XX + YY 24 @li Q = XX - YY 25 @li U = 2*Real(XY) 26 @li V = 2*Imag(XY) 22 27 23 @author Malte Marquarding 28 resulting in: 29 @li I' = I 30 @li Q' = Q * cos(theta) - V *sin(theta) 31 @li U' = Q * sin(theta) + U * cos(theta) 32 @li V' = V 33 @author Malte Marquarding 34 24 35 */ 25 36 class STPolLinear : public STPol -
trunk/src/STPolStokes.cpp
r980 r1007 60 60 case 0: 61 61 out = (getSpectrum(0)+getSpectrum(1))/Float(2.0); 62 break; 62 63 case 1: 63 64 out = (getSpectrum(0)-getSpectrum(1))/Float(2.0); 65 break; 66 case 2: 67 out = getSpectrum(2)/Float(2.0); 68 break; 69 case 3: 70 out = getSpectrum(3)/Float(2.0); 64 71 break; 65 72 default: … … 81 88 switch(index) { 82 89 case 0: 83 out = (getSpectrum(0) + getSpectrum(3)) ;90 out = (getSpectrum(0) + getSpectrum(3))/Float(2.0); 84 91 break; 85 92 case 1: 86 out = (getSpectrum(0) - getSpectrum(3)) ;93 out = (getSpectrum(0) - getSpectrum(3))/Float(2.0); 87 94 break; 88 95 default:
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