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+/*
+ * 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 org.apache.commons.math.geometry;
+
+import java.io.Serializable;
+
+import org.apache.commons.math.MathRuntimeException;
+import org.apache.commons.math.exception.util.LocalizedFormats;
+import org.apache.commons.math.util.MathUtils;
+import org.apache.commons.math.util.FastMath;
+
+/**
+ * This class implements vectors in a three-dimensional space.
+ * <p>Instance of this class are guaranteed to be immutable.</p>
+ * @version $Revision: 990655 $ $Date: 2010-08-29 23:49:40 +0200 (dim. 29 août 2010) $
+ * @since 1.2
+ */
+
+public class Vector3D
+ implements Serializable {
+
+ /** Null vector (coordinates: 0, 0, 0). */
+ public static final Vector3D ZERO = new Vector3D(0, 0, 0);
+
+ /** First canonical vector (coordinates: 1, 0, 0). */
+ public static final Vector3D PLUS_I = new Vector3D(1, 0, 0);
+
+ /** Opposite of the first canonical vector (coordinates: -1, 0, 0). */
+ public static final Vector3D MINUS_I = new Vector3D(-1, 0, 0);
+
+ /** Second canonical vector (coordinates: 0, 1, 0). */
+ public static final Vector3D PLUS_J = new Vector3D(0, 1, 0);
+
+ /** Opposite of the second canonical vector (coordinates: 0, -1, 0). */
+ public static final Vector3D MINUS_J = new Vector3D(0, -1, 0);
+
+ /** Third canonical vector (coordinates: 0, 0, 1). */
+ public static final Vector3D PLUS_K = new Vector3D(0, 0, 1);
+
+ /** Opposite of the third canonical vector (coordinates: 0, 0, -1). */
+ public static final Vector3D MINUS_K = new Vector3D(0, 0, -1);
+
+ // CHECKSTYLE: stop ConstantName
+ /** A vector with all coordinates set to NaN. */
+ public static final Vector3D NaN = new Vector3D(Double.NaN, Double.NaN, Double.NaN);
+ // CHECKSTYLE: resume ConstantName
+
+ /** A vector with all coordinates set to positive infinity. */
+ public static final Vector3D POSITIVE_INFINITY =
+ new Vector3D(Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY);
+
+ /** A vector with all coordinates set to negative infinity. */
+ public static final Vector3D NEGATIVE_INFINITY =
+ new Vector3D(Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY);
+
+ /** Default format. */
+ private static final Vector3DFormat DEFAULT_FORMAT =
+ Vector3DFormat.getInstance();
+
+ /** Serializable version identifier. */
+ private static final long serialVersionUID = 5133268763396045979L;
+
+ /** Abscissa. */
+ private final double x;
+
+ /** Ordinate. */
+ private final double y;
+
+ /** Height. */
+ private final double z;
+
+ /** 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(double x, double y, double z) {
+ this.x = x;
+ this.y = y;
+ this.z = z;
+ }
+
+ /** Simple constructor.
+ * Build a vector from its azimuthal coordinates
+ * @param alpha azimuth (&alpha;) around Z
+ * (0 is +X, &pi;/2 is +Y, &pi; is -X and 3&pi;/2 is -Y)
+ * @param delta elevation (&delta;) above (XY) plane, from -&pi;/2 to +&pi;/2
+ * @see #getAlpha()
+ * @see #getDelta()
+ */
+ public Vector3D(double alpha, double delta) {
+ double cosDelta = FastMath.cos(delta);
+ this.x = FastMath.cos(alpha) * cosDelta;
+ this.y = FastMath.sin(alpha) * cosDelta;
+ this.z = FastMath.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(double a, 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(double a1, Vector3D u1, double a2, 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(double a1, Vector3D u1, double a2, Vector3D u2,
+ double a3, 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(double a1, Vector3D u1, double a2, Vector3D u2,
+ double a3, Vector3D u3, double a4, 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 L<sub>1</sub> norm for the vector.
+ * @return L<sub>1</sub> norm for the vector
+ */
+ public double getNorm1() {
+ return FastMath.abs(x) + FastMath.abs(y) + FastMath.abs(z);
+ }
+
+ /** Get the L<sub>2</sub> norm for the vector.
+ * @return euclidian norm for the vector
+ */
+ public double getNorm() {
+ return FastMath.sqrt (x * x + y * y + z * z);
+ }
+
+ /** Get the square of the norm for the vector.
+ * @return square of the euclidian norm for the vector
+ */
+ public double getNormSq() {
+ return x * x + y * y + z * z;
+ }
+
+ /** Get the L<sub>&infin;</sub> norm for the vector.
+ * @return L<sub>&infin;</sub> norm for the vector
+ */
+ public double getNormInf() {
+ return FastMath.max(FastMath.max(FastMath.abs(x), FastMath.abs(y)), FastMath.abs(z));
+ }
+
+ /** Get the azimuth of the vector.
+ * @return azimuth (&alpha;) of the vector, between -&pi; and +&pi;
+ * @see #Vector3D(double, double)
+ */
+ public double getAlpha() {
+ return FastMath.atan2(y, x);
+ }
+
+ /** Get the elevation of the vector.
+ * @return elevation (&delta;) of the vector, between -&pi;/2 and +&pi;/2
+ * @see #Vector3D(double, double)
+ */
+ public double getDelta() {
+ return FastMath.asin(z / getNorm());
+ }
+
+ /** Add a vector to the instance.
+ * @param v vector to add
+ * @return a new vector
+ */
+ public Vector3D add(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(double factor, 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(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(double factor, 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() {
+ double s = getNorm();
+ if (s == 0) {
+ throw MathRuntimeException.createArithmeticException(LocalizedFormats.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() {
+
+ double threshold = 0.6 * getNorm();
+ if (threshold == 0) {
+ throw MathRuntimeException.createArithmeticException(LocalizedFormats.ZERO_NORM);
+ }
+
+ if ((x >= -threshold) && (x <= threshold)) {
+ double inverse = 1 / FastMath.sqrt(y * y + z * z);
+ return new Vector3D(0, inverse * z, -inverse * y);
+ } else if ((y >= -threshold) && (y <= threshold)) {
+ double inverse = 1 / FastMath.sqrt(x * x + z * z);
+ return new Vector3D(-inverse * z, 0, inverse * x);
+ }
+ double inverse = 1 / FastMath.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 allows 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(Vector3D v1, Vector3D v2) {
+
+ double normProduct = v1.getNorm() * v2.getNorm();
+ if (normProduct == 0) {
+ throw MathRuntimeException.createArithmeticException(LocalizedFormats.ZERO_NORM);
+ }
+
+ double dot = dotProduct(v1, v2);
+ double threshold = normProduct * 0.9999;
+ if ((dot < -threshold) || (dot > threshold)) {
+ // the vectors are almost aligned, compute using the sine
+ Vector3D v3 = crossProduct(v1, v2);
+ if (dot >= 0) {
+ return FastMath.asin(v3.getNorm() / normProduct);
+ }
+ return FastMath.PI - FastMath.asin(v3.getNorm() / normProduct);
+ }
+
+ // the vectors are sufficiently separated to use the cosine
+ return FastMath.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(double a) {
+ return new Vector3D(a * x, a * y, a * z);
+ }
+
+ /**
+ * Returns true if any coordinate of this vector is NaN; false otherwise
+ * @return true if any coordinate of this vector is NaN; false otherwise
+ */
+ public boolean isNaN() {
+ return Double.isNaN(x) || Double.isNaN(y) || Double.isNaN(z);
+ }
+
+ /**
+ * Returns true if any coordinate of this vector is infinite and none are NaN;
+ * false otherwise
+ * @return true if any coordinate of this vector is infinite and none are NaN;
+ * false otherwise
+ */
+ public boolean isInfinite() {
+ return !isNaN() && (Double.isInfinite(x) || Double.isInfinite(y) || Double.isInfinite(z));
+ }
+
+ /**
+ * Test for the equality of two 3D vectors.
+ * <p>
+ * If all coordinates of two 3D vectors are exactly the same, and none are
+ * <code>Double.NaN</code>, the two 3D vectors are considered to be equal.
+ * </p>
+ * <p>
+ * <code>NaN</code> coordinates are considered to affect globally the vector
+ * and be equals to each other - i.e, if either (or all) coordinates of the
+ * 3D vector are equal to <code>Double.NaN</code>, the 3D vector is equal to
+ * {@link #NaN}.
+ * </p>
+ *
+ * @param other Object to test for equality to this
+ * @return true if two 3D vector objects are equal, false if
+ * object is null, not an instance of Vector3D, or
+ * not equal to this Vector3D instance
+ *
+ */
+ @Override
+ public boolean equals(Object other) {
+
+ if (this == other) {
+ return true;
+ }
+
+ if (other instanceof Vector3D) {
+ final Vector3D rhs = (Vector3D)other;
+ if (rhs.isNaN()) {
+ return this.isNaN();
+ }
+
+ return (x == rhs.x) && (y == rhs.y) && (z == rhs.z);
+ }
+ return false;
+ }
+
+ /**
+ * Get a hashCode for the 3D vector.
+ * <p>
+ * All NaN values have the same hash code.</p>
+ *
+ * @return a hash code value for this object
+ */
+ @Override
+ public int hashCode() {
+ if (isNaN()) {
+ return 8;
+ }
+ return 31 * (23 * MathUtils.hash(x) + 19 * MathUtils.hash(y) + MathUtils.hash(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(Vector3D v1, 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(Vector3D v1, 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);
+ }
+
+ /** Compute the distance between two vectors according to the L<sub>1</sub> norm.
+ * <p>Calling this method is equivalent to calling:
+ * <code>v1.subtract(v2).getNorm1()</code> except that no intermediate
+ * vector is built</p>
+ * @param v1 first vector
+ * @param v2 second vector
+ * @return the distance between v1 and v2 according to the L<sub>1</sub> norm
+ */
+ public static double distance1(Vector3D v1, Vector3D v2) {
+ final double dx = FastMath.abs(v2.x - v1.x);
+ final double dy = FastMath.abs(v2.y - v1.y);
+ final double dz = FastMath.abs(v2.z - v1.z);
+ return dx + dy + dz;
+ }
+
+ /** Compute the distance between two vectors according to the L<sub>2</sub> norm.
+ * <p>Calling this method is equivalent to calling:
+ * <code>v1.subtract(v2).getNorm()</code> except that no intermediate
+ * vector is built</p>
+ * @param v1 first vector
+ * @param v2 second vector
+ * @return the distance between v1 and v2 according to the L<sub>2</sub> norm
+ */
+ public static double distance(Vector3D v1, Vector3D v2) {
+ final double dx = v2.x - v1.x;
+ final double dy = v2.y - v1.y;
+ final double dz = v2.z - v1.z;
+ return FastMath.sqrt(dx * dx + dy * dy + dz * dz);
+ }
+
+ /** Compute the distance between two vectors according to the L<sub>&infin;</sub> norm.
+ * <p>Calling this method is equivalent to calling:
+ * <code>v1.subtract(v2).getNormInf()</code> except that no intermediate
+ * vector is built</p>
+ * @param v1 first vector
+ * @param v2 second vector
+ * @return the distance between v1 and v2 according to the L<sub>&infin;</sub> norm
+ */
+ public static double distanceInf(Vector3D v1, Vector3D v2) {
+ final double dx = FastMath.abs(v2.x - v1.x);
+ final double dy = FastMath.abs(v2.y - v1.y);
+ final double dz = FastMath.abs(v2.z - v1.z);
+ return FastMath.max(FastMath.max(dx, dy), dz);
+ }
+
+ /** Compute the square of the distance between two vectors.
+ * <p>Calling this method is equivalent to calling:
+ * <code>v1.subtract(v2).getNormSq()</code> except that no intermediate
+ * vector is built</p>
+ * @param v1 first vector
+ * @param v2 second vector
+ * @return the square of the distance between v1 and v2
+ */
+ public static double distanceSq(Vector3D v1, Vector3D v2) {
+ final double dx = v2.x - v1.x;
+ final double dy = v2.y - v1.y;
+ final double dz = v2.z - v1.z;
+ return dx * dx + dy * dy + dz * dz;
+ }
+
+ /** Get a string representation of this vector.
+ * @return a string representation of this vector
+ */
+ @Override
+ public String toString() {
+ return DEFAULT_FORMAT.format(this);
+ }
+
+}