/* * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed with * this work for additional information regarding copyright ownership. * The ASF licenses this file to You under the Apache License, Version 2.0 * (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package peasy.org.apache.commons.math.geometry; import java.io.Serializable; /** * This class implements vectors in a three-dimensional space. * <p> * Instance of this class are guaranteed to be immutable. * </p> * * @version $Revision: 627998 $ $Date: 2008-02-15 03:24:50 -0700 (Fri, 15 Feb * 2008) $ * @since 1.2 */ public class Vector3D implements Serializable { /** First canonical vector (coordinates: 1, 0, 0). */ public static final Vector3D plusI = new Vector3D(1, 0, 0); /** Opposite of the first canonical vector (coordinates: -1, 0, 0). */ public static final Vector3D minusI = new Vector3D(-1, 0, 0); /** Second canonical vector (coordinates: 0, 1, 0). */ public static final Vector3D plusJ = new Vector3D(0, 1, 0); /** Opposite of the second canonical vector (coordinates: 0, -1, 0). */ public static final Vector3D minusJ = new Vector3D(0, -1, 0); /** Third canonical vector (coordinates: 0, 0, 1). */ public static final Vector3D plusK = new Vector3D(0, 0, 1); /** Opposite of the third canonical vector (coordinates: 0, 0, -1). */ public static final Vector3D minusK = new Vector3D(0, 0, -1); /** Null vector (coordinates: 0, 0, 0). */ public static final Vector3D zero = new Vector3D(0, 0, 0); /** * Simple constructor. Build a null vector. */ public Vector3D() { x = 0; y = 0; z = 0; } /** * Simple constructor. Build a vector from its coordinates * * @param x * abscissa * @param y * ordinate * @param z * height * @see #getX() * @see #getY() * @see #getZ() */ public Vector3D(final double x, final double y, final double z) { this.x = x; this.y = y; this.z = z; } /** * Simple constructor. Build a vector from its azimuthal coordinates * * @param alpha * azimuth (α) around Z (0 is +X, π/2 is +Y, π is -X * and 3π/2 is -Y) * @param delta * elevation (δ) above (XY) plane, from -π/2 to +π/2 * @see #getAlpha() * @see #getDelta() */ public Vector3D(final double alpha, final double delta) { final double cosDelta = Math.cos(delta); this.x = Math.cos(alpha) * cosDelta; this.y = Math.sin(alpha) * cosDelta; this.z = Math.sin(delta); } /** * Multiplicative constructor Build a vector from another one and a scale * factor. The vector built will be a * u * * @param a * scale factor * @param u * base (unscaled) vector */ public Vector3D(final double a, final Vector3D u) { this.x = a * u.x; this.y = a * u.y; this.z = a * u.z; } /** * Linear constructor Build a vector from two other ones and corresponding * scale factors. The vector built will be a1 * u1 + a2 * u2 * * @param a1 * first scale factor * @param u1 * first base (unscaled) vector * @param a2 * second scale factor * @param u2 * second base (unscaled) vector */ public Vector3D(final double a1, final Vector3D u1, final double a2, final Vector3D u2) { this.x = a1 * u1.x + a2 * u2.x; this.y = a1 * u1.y + a2 * u2.y; this.z = a1 * u1.z + a2 * u2.z; } /** * Linear constructor Build a vector from three other ones and corresponding * scale factors. The vector built will be a1 * u1 + a2 * u2 + a3 * u3 * * @param a1 * first scale factor * @param u1 * first base (unscaled) vector * @param a2 * second scale factor * @param u2 * second base (unscaled) vector * @param a3 * third scale factor * @param u3 * third base (unscaled) vector */ public Vector3D(final double a1, final Vector3D u1, final double a2, final Vector3D u2, final double a3, final Vector3D u3) { this.x = a1 * u1.x + a2 * u2.x + a3 * u3.x; this.y = a1 * u1.y + a2 * u2.y + a3 * u3.y; this.z = a1 * u1.z + a2 * u2.z + a3 * u3.z; } /** * Linear constructor Build a vector from four other ones and corresponding * scale factors. The vector built will be a1 * u1 + a2 * u2 + a3 * u3 + a4 * * u4 * * @param a1 * first scale factor * @param u1 * first base (unscaled) vector * @param a2 * second scale factor * @param u2 * second base (unscaled) vector * @param a3 * third scale factor * @param u3 * third base (unscaled) vector * @param a4 * fourth scale factor * @param u4 * fourth base (unscaled) vector */ public Vector3D(final double a1, final Vector3D u1, final double a2, final Vector3D u2, final double a3, final Vector3D u3, final double a4, final Vector3D u4) { this.x = a1 * u1.x + a2 * u2.x + a3 * u3.x + a4 * u4.x; this.y = a1 * u1.y + a2 * u2.y + a3 * u3.y + a4 * u4.y; this.z = a1 * u1.z + a2 * u2.z + a3 * u3.z + a4 * u4.z; } /** * Get the abscissa of the vector. * * @return abscissa of the vector * @see #Vector3D(double, double, double) */ public double getX() { return x; } /** * Get the ordinate of the vector. * * @return ordinate of the vector * @see #Vector3D(double, double, double) */ public double getY() { return y; } /** * Get the height of the vector. * * @return height of the vector * @see #Vector3D(double, double, double) */ public double getZ() { return z; } /** * Get the norm for the vector. * * @return euclidian norm for the vector */ public double getNorm() { return Math.sqrt(x * x + y * y + z * z); } /** * Get the azimuth of the vector. * * @return azimuth (α) of the vector, between -π and +π * @see #Vector3D(double, double) */ public double getAlpha() { return Math.atan2(y, x); } /** * Get the elevation of the vector. * * @return elevation (δ) of the vector, between -π/2 and +π/2 * @see #Vector3D(double, double) */ public double getDelta() { return Math.asin(z / getNorm()); } /** * Add a vector to the instance. * * @param v * vector to add * @return a new vector */ public Vector3D add(final Vector3D v) { return new Vector3D(x + v.x, y + v.y, z + v.z); } /** * Add a scaled vector to the instance. * * @param factor * scale factor to apply to v before adding it * @param v * vector to add * @return a new vector */ public Vector3D add(final double factor, final Vector3D v) { return new Vector3D(x + factor * v.x, y + factor * v.y, z + factor * v.z); } /** * Subtract a vector from the instance. * * @param v * vector to subtract * @return a new vector */ public Vector3D subtract(final Vector3D v) { return new Vector3D(x - v.x, y - v.y, z - v.z); } /** * Subtract a scaled vector from the instance. * * @param factor * scale factor to apply to v before subtracting it * @param v * vector to subtract * @return a new vector */ public Vector3D subtract(final double factor, final Vector3D v) { return new Vector3D(x - factor * v.x, y - factor * v.y, z - factor * v.z); } /** * Get a normalized vector aligned with the instance. * * @return a new normalized vector * @exception ArithmeticException * if the norm is zero */ public Vector3D normalize() { final double s = getNorm(); if (s == 0) { throw new ArithmeticException("cannot normalize a zero norm vector"); } return scalarMultiply(1 / s); } /** * Get a vector orthogonal to the instance. * <p> * There are an infinite number of normalized vectors orthogonal to the * instance. This method picks up one of them almost arbitrarily. It is * useful when one needs to compute a reference frame with one of the axes * in a predefined direction. The following example shows how to build a * frame having the k axis aligned with the known vector u : * * <pre> * <code> * Vector3D k = u.normalize(); * Vector3D i = k.orthogonal(); * Vector3D j = Vector3D.crossProduct(k, i); * </code> * </pre> * * </p> * * @return a new normalized vector orthogonal to the instance * @exception ArithmeticException * if the norm of the instance is null */ public Vector3D orthogonal() { final double threshold = 0.6 * getNorm(); if (threshold == 0) { throw new ArithmeticException("null norm"); } if ((x >= -threshold) && (x <= threshold)) { final double inverse = 1 / Math.sqrt(y * y + z * z); return new Vector3D(0, inverse * z, -inverse * y); } else if ((y >= -threshold) && (y <= threshold)) { final double inverse = 1 / Math.sqrt(x * x + z * z); return new Vector3D(-inverse * z, 0, inverse * x); } final double inverse = 1 / Math.sqrt(x * x + y * y); return new Vector3D(inverse * y, -inverse * x, 0); } /** * Compute the angular separation between two vectors. * <p> * This method computes the angular separation between two vectors using the * dot product for well separated vectors and the cross product for almost * aligned vectors. This allow to have a good accuracy in all cases, even * for vectors very close to each other. * </p> * * @param v1 * first vector * @param v2 * second vector * @return angular separation between v1 and v2 * @exception ArithmeticException * if either vector has a null norm */ public static double angle(final Vector3D v1, final Vector3D v2) { final double normProduct = v1.getNorm() * v2.getNorm(); if (normProduct == 0) { throw new ArithmeticException("null norm"); } final double dot = dotProduct(v1, v2); final double threshold = normProduct * 0.9999; if ((dot < -threshold) || (dot > threshold)) { // the vectors are almost aligned, compute using the sine final Vector3D v3 = crossProduct(v1, v2); if (dot >= 0) { return Math.asin(v3.getNorm() / normProduct); } return Math.PI - Math.asin(v3.getNorm() / normProduct); } // the vectors are sufficiently separated to use the cosine return Math.acos(dot / normProduct); } /** * Get the opposite of the instance. * * @return a new vector which is opposite to the instance */ public Vector3D negate() { return new Vector3D(-x, -y, -z); } /** * Multiply the instance by a scalar * * @param a * scalar * @return a new vector */ public Vector3D scalarMultiply(final double a) { return new Vector3D(a * x, a * y, a * z); } /** * Compute the dot-product of two vectors. * * @param v1 * first vector * @param v2 * second vector * @return the dot product v1.v2 */ public static double dotProduct(final Vector3D v1, final Vector3D v2) { return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; } /** * Compute the cross-product of two vectors. * * @param v1 * first vector * @param v2 * second vector * @return the cross product v1 ^ v2 as a new Vector */ public static Vector3D crossProduct(final Vector3D v1, final Vector3D v2) { return new Vector3D(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x); } /** Abscissa. */ private final double x; /** Ordinate. */ private final double y; /** Height. */ private final double z; /** Serializable version identifier */ private static final long serialVersionUID = -5721105387745193385L; }