/* * Copyright (C) 2011-2015, Peter Abeles. All Rights Reserved. * * This file is part of Geometric Regression Library (GeoRegression). * * Licensed 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 georegression.geometry; import georegression.struct.GeoTuple2D_F32; import georegression.struct.GeoTuple3D_F32; import georegression.struct.point.Vector3D_F32; /** * * */ public class UtilTrig_F32 { public static float distance( float x0, float y0, float x1, float y1 ) { float dx = x1 - x0; float dy = y1 - y0; return (float)Math.sqrt( dx * dx + dy * dy ); } public static float distanceSq( float x0, float y0, float x1, float y1 ) { float dx = x1 - x0; float dy = y1 - y0; return dx * dx + dy * dy; } public static Vector3D_F32 cross( Vector3D_F32 a, Vector3D_F32 b ) { float x = a.getY() * b.getZ() - a.getZ() * b.getY(); float y = a.getZ() * b.getX() - a.getX() * b.getZ(); float z = a.getX() * b.getY() - a.getY() * b.getX(); return new Vector3D_F32( x, y, z ); } public static float dot( float vx_a, float vy_a, float vx_b, float vy_b ) { return vx_a * vx_b + vy_a * vy_b; } public static float dot( GeoTuple2D_F32 a , GeoTuple2D_F32 b ) { return a.x*b.x + a.y*b.y; } public static float dot( GeoTuple3D_F32 a , GeoTuple3D_F32 b ) { return a.x*b.x + a.y*b.y + a.z*b.z; } public static float acuteAngle( GeoTuple3D_F32 a , GeoTuple3D_F32 b ) { float dot = a.x*b.x + a.y*b.y + a.z*b.z; float bottom = a.norm()*b.norm(); return (float)Math.acos(dot/bottom); } public static float acuteAngle( float vx_a, float vy_a, float vx_b, float vy_b ) { float r_a = (float)Math.sqrt( vx_a * vx_a + vy_a * vy_a ); float r_b = (float)Math.sqrt( vx_b * vx_b + vy_b * vy_b ); return (float)Math.acos( ( vx_a * vx_b + vy_a * vy_b ) / ( r_a * r_b ) ); } /** * Normalizes the point such that the Frobenius norm is 1. * * @param p */ public static void normalize( GeoTuple3D_F32 p ) { float n = p.norm(); p.x /= n; p.y /= n; p.z /= n; } }