/*- * #%L * Fiji distribution of ImageJ for the life sciences. * %% * Copyright (C) 2007 - 2017 Fiji developers. * %% * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as * published by the Free Software Foundation, either version 2 of the * License, or (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public * License along with this program. If not, see * <http://www.gnu.org/licenses/gpl-2.0.html>. * #L% */ package spim.vecmath; /* * Copyright 1997-2008 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Sun designates this * particular file as subject to the "Classpath" exception as provided * by Sun in the LICENSE file that accompanied this code. * * This code 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 General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, * CA 95054 USA or visit www.sun.com if you need additional information or * have any questions. * */ /** * A 3-element vector that is represented by double-precision floating point * x,y,z coordinates. If this value represents a normal, then it should be * normalized. * */ public class Vector3d extends Tuple3d implements java.io.Serializable { // Combatible with 1.1 static final long serialVersionUID = 3761969948420550442L; /** * Constructs and initializes a Vector3d from the specified xyz coordinates. * * @param x * the x coordinate * @param y * the y coordinate * @param z * the z coordinate */ public Vector3d( double x, double y, double z ) { super( x, y, z ); } /** * Constructs and initializes a Vector3d from the array of length 3. * * @param v * the array of length 3 containing xyz in order */ public Vector3d( double[] v ) { super( v ); } /** * Constructs and initializes a Vector3d from the specified Vector3d. * * @param v1 * the Vector3d containing the initialization x y z data */ public Vector3d( Vector3d v1 ) { super( v1 ); } /** * Constructs and initializes a Vector3d from the specified Vector3f. * * @param v1 * the Vector3f containing the initialization x y z data */ public Vector3d( Vector3f v1 ) { super( v1 ); } /** * Constructs and initializes a Vector3d from the specified Tuple3f. * * @param t1 * the Tuple3f containing the initialization x y z data */ public Vector3d( Tuple3f t1 ) { super( t1 ); } /** * Constructs and initializes a Vector3d from the specified Tuple3d. * * @param t1 * the Tuple3d containing the initialization x y z data */ public Vector3d( Tuple3d t1 ) { super( t1 ); } /** * Constructs and initializes a Vector3d to (0,0,0). */ public Vector3d() { super(); } /** * Sets this vector to the vector cross product of vectors v1 and v2. * * @param v1 * the first vector * @param v2 * the second vector */ public final void cross( Vector3d v1, Vector3d v2 ) { double x, y; x = v1.y * v2.z - v1.z * v2.y; y = v2.x * v1.z - v2.z * v1.x; this.z = v1.x * v2.y - v1.y * v2.x; this.x = x; this.y = y; } /** * Sets the value of this vector to the normalization of vector v1. * * @param v1 * the un-normalized vector */ public final void normalize( Vector3d v1 ) { double norm; norm = 1.0 / Math.sqrt( v1.x * v1.x + v1.y * v1.y + v1.z * v1.z ); this.x = v1.x * norm; this.y = v1.y * norm; this.z = v1.z * norm; } /** * Normalizes this vector in place. */ public final void normalize() { double norm; norm = 1.0 / Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); this.x *= norm; this.y *= norm; this.z *= norm; } /** * Returns the dot product of this vector and vector v1. * * @param v1 * the other vector * @return the dot product of this and v1 */ public final double dot( Vector3d v1 ) { return ( this.x * v1.x + this.y * v1.y + this.z * v1.z ); } /** * Returns the squared length of this vector. * * @return the squared length of this vector */ public final double lengthSquared() { return ( this.x * this.x + this.y * this.y + this.z * this.z ); } /** * Returns the length of this vector. * * @return the length of this vector */ public final double length() { return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); } /** * Returns the angle in radians between this vector and the vector * parameter; the return value is constrained to the range [0,PI]. * * @param v1 * the other vector * @return the angle in radians in the range [0,PI] */ public final double angle( Vector3d v1 ) { double vDot = this.dot( v1 ) / ( this.length() * v1.length() ); if ( vDot < -1.0 ) vDot = -1.0; if ( vDot > 1.0 ) vDot = 1.0; return ( (double) ( Math.acos( vDot ) ) ); } }