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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.math3.geometry.euclidean.twod;
+
+import java.text.NumberFormat;
+
+import org.apache.commons.math3.exception.DimensionMismatchException;
+import org.apache.commons.math3.exception.MathArithmeticException;
+import org.apache.commons.math3.exception.util.LocalizedFormats;
+import org.apache.commons.math3.geometry.Point;
+import org.apache.commons.math3.geometry.Space;
+import org.apache.commons.math3.geometry.Vector;
+import org.apache.commons.math3.util.FastMath;
+import org.apache.commons.math3.util.MathArrays;
+import org.apache.commons.math3.util.MathUtils;
+
+/** This class represents a 2D vector.
+ * <p>Instances of this class are guaranteed to be immutable.</p>
+ * @since 3.0
+ */
+public class Vector2D implements Vector<Euclidean2D> {
+
+ /** Origin (coordinates: 0, 0). */
+ public static final Vector2D ZERO = new Vector2D(0, 0);
+
+ // CHECKSTYLE: stop ConstantName
+ /** A vector with all coordinates set to NaN. */
+ public static final Vector2D NaN = new Vector2D(Double.NaN, Double.NaN);
+ // CHECKSTYLE: resume ConstantName
+
+ /** A vector with all coordinates set to positive infinity. */
+ public static final Vector2D POSITIVE_INFINITY =
+ new Vector2D(Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY);
+
+ /** A vector with all coordinates set to negative infinity. */
+ public static final Vector2D NEGATIVE_INFINITY =
+ new Vector2D(Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY);
+
+ /** Serializable UID. */
+ private static final long serialVersionUID = 266938651998679754L;
+
+ /** Abscissa. */
+ private final double x;
+
+ /** Ordinate. */
+ private final double y;
+
+ /** Simple constructor.
+ * Build a vector from its coordinates
+ * @param x abscissa
+ * @param y ordinate
+ * @see #getX()
+ * @see #getY()
+ */
+ public Vector2D(double x, double y) {
+ this.x = x;
+ this.y = y;
+ }
+
+ /** Simple constructor.
+ * Build a vector from its coordinates
+ * @param v coordinates array
+ * @exception DimensionMismatchException if array does not have 2 elements
+ * @see #toArray()
+ */
+ public Vector2D(double[] v) throws DimensionMismatchException {
+ if (v.length != 2) {
+ throw new DimensionMismatchException(v.length, 2);
+ }
+ this.x = v[0];
+ this.y = v[1];
+ }
+
+ /** 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 Vector2D(double a, Vector2D u) {
+ this.x = a * u.x;
+ this.y = a * u.y;
+ }
+
+ /** 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 Vector2D(double a1, Vector2D u1, double a2, Vector2D u2) {
+ this.x = a1 * u1.x + a2 * u2.x;
+ this.y = a1 * u1.y + a2 * u2.y;
+ }
+
+ /** 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 Vector2D(double a1, Vector2D u1, double a2, Vector2D u2,
+ double a3, Vector2D u3) {
+ this.x = a1 * u1.x + a2 * u2.x + a3 * u3.x;
+ this.y = a1 * u1.y + a2 * u2.y + a3 * u3.y;
+ }
+
+ /** 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 Vector2D(double a1, Vector2D u1, double a2, Vector2D u2,
+ double a3, Vector2D u3, double a4, Vector2D 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;
+ }
+
+ /** Get the abscissa of the vector.
+ * @return abscissa of the vector
+ * @see #Vector2D(double, double)
+ */
+ public double getX() {
+ return x;
+ }
+
+ /** Get the ordinate of the vector.
+ * @return ordinate of the vector
+ * @see #Vector2D(double, double)
+ */
+ public double getY() {
+ return y;
+ }
+
+ /** Get the vector coordinates as a dimension 2 array.
+ * @return vector coordinates
+ * @see #Vector2D(double[])
+ */
+ public double[] toArray() {
+ return new double[] { x, y };
+ }
+
+ /** {@inheritDoc} */
+ public Space getSpace() {
+ return Euclidean2D.getInstance();
+ }
+
+ /** {@inheritDoc} */
+ public Vector2D getZero() {
+ return ZERO;
+ }
+
+ /** {@inheritDoc} */
+ public double getNorm1() {
+ return FastMath.abs(x) + FastMath.abs(y);
+ }
+
+ /** {@inheritDoc} */
+ public double getNorm() {
+ return FastMath.sqrt (x * x + y * y);
+ }
+
+ /** {@inheritDoc} */
+ public double getNormSq() {
+ return x * x + y * y;
+ }
+
+ /** {@inheritDoc} */
+ public double getNormInf() {
+ return FastMath.max(FastMath.abs(x), FastMath.abs(y));
+ }
+
+ /** {@inheritDoc} */
+ public Vector2D add(Vector<Euclidean2D> v) {
+ Vector2D v2 = (Vector2D) v;
+ return new Vector2D(x + v2.getX(), y + v2.getY());
+ }
+
+ /** {@inheritDoc} */
+ public Vector2D add(double factor, Vector<Euclidean2D> v) {
+ Vector2D v2 = (Vector2D) v;
+ return new Vector2D(x + factor * v2.getX(), y + factor * v2.getY());
+ }
+
+ /** {@inheritDoc} */
+ public Vector2D subtract(Vector<Euclidean2D> p) {
+ Vector2D p3 = (Vector2D) p;
+ return new Vector2D(x - p3.x, y - p3.y);
+ }
+
+ /** {@inheritDoc} */
+ public Vector2D subtract(double factor, Vector<Euclidean2D> v) {
+ Vector2D v2 = (Vector2D) v;
+ return new Vector2D(x - factor * v2.getX(), y - factor * v2.getY());
+ }
+
+ /** {@inheritDoc} */
+ public Vector2D normalize() throws MathArithmeticException {
+ double s = getNorm();
+ if (s == 0) {
+ throw new MathArithmeticException(LocalizedFormats.CANNOT_NORMALIZE_A_ZERO_NORM_VECTOR);
+ }
+ return scalarMultiply(1 / s);
+ }
+
+ /** 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 MathArithmeticException if either vector has a null norm
+ */
+ public static double angle(Vector2D v1, Vector2D v2) throws MathArithmeticException {
+
+ double normProduct = v1.getNorm() * v2.getNorm();
+ if (normProduct == 0) {
+ throw new MathArithmeticException(LocalizedFormats.ZERO_NORM);
+ }
+
+ double dot = v1.dotProduct(v2);
+ double threshold = normProduct * 0.9999;
+ if ((dot < -threshold) || (dot > threshold)) {
+ // the vectors are almost aligned, compute using the sine
+ final double n = FastMath.abs(MathArrays.linearCombination(v1.x, v2.y, -v1.y, v2.x));
+ if (dot >= 0) {
+ return FastMath.asin(n / normProduct);
+ }
+ return FastMath.PI - FastMath.asin(n / normProduct);
+ }
+
+ // the vectors are sufficiently separated to use the cosine
+ return FastMath.acos(dot / normProduct);
+
+ }
+
+ /** {@inheritDoc} */
+ public Vector2D negate() {
+ return new Vector2D(-x, -y);
+ }
+
+ /** {@inheritDoc} */
+ public Vector2D scalarMultiply(double a) {
+ return new Vector2D(a * x, a * y);
+ }
+
+ /** {@inheritDoc} */
+ public boolean isNaN() {
+ return Double.isNaN(x) || Double.isNaN(y);
+ }
+
+ /** {@inheritDoc} */
+ public boolean isInfinite() {
+ return !isNaN() && (Double.isInfinite(x) || Double.isInfinite(y));
+ }
+
+ /** {@inheritDoc} */
+ public double distance1(Vector<Euclidean2D> p) {
+ Vector2D p3 = (Vector2D) p;
+ final double dx = FastMath.abs(p3.x - x);
+ final double dy = FastMath.abs(p3.y - y);
+ return dx + dy;
+ }
+
+ /** {@inheritDoc}
+ */
+ public double distance(Vector<Euclidean2D> p) {
+ return distance((Point<Euclidean2D>) p);
+ }
+
+ /** {@inheritDoc} */
+ public double distance(Point<Euclidean2D> p) {
+ Vector2D p3 = (Vector2D) p;
+ final double dx = p3.x - x;
+ final double dy = p3.y - y;
+ return FastMath.sqrt(dx * dx + dy * dy);
+ }
+
+ /** {@inheritDoc} */
+ public double distanceInf(Vector<Euclidean2D> p) {
+ Vector2D p3 = (Vector2D) p;
+ final double dx = FastMath.abs(p3.x - x);
+ final double dy = FastMath.abs(p3.y - y);
+ return FastMath.max(dx, dy);
+ }
+
+ /** {@inheritDoc} */
+ public double distanceSq(Vector<Euclidean2D> p) {
+ Vector2D p3 = (Vector2D) p;
+ final double dx = p3.x - x;
+ final double dy = p3.y - y;
+ return dx * dx + dy * dy;
+ }
+
+ /** {@inheritDoc} */
+ public double dotProduct(final Vector<Euclidean2D> v) {
+ final Vector2D v2 = (Vector2D) v;
+ return MathArrays.linearCombination(x, v2.x, y, v2.y);
+ }
+
+ /**
+ * Compute the cross-product of the instance and the given points.
+ * <p>
+ * The cross product can be used to determine the location of a point
+ * with regard to the line formed by (p1, p2) and is calculated as:
+ * \[
+ * P = (x_2 - x_1)(y_3 - y_1) - (y_2 - y_1)(x_3 - x_1)
+ * \]
+ * with \(p3 = (x_3, y_3)\) being this instance.
+ * <p>
+ * If the result is 0, the points are collinear, i.e. lie on a single straight line L;
+ * if it is positive, this point lies to the left, otherwise to the right of the line
+ * formed by (p1, p2).
+ *
+ * @param p1 first point of the line
+ * @param p2 second point of the line
+ * @return the cross-product
+ *
+ * @see <a href="http://en.wikipedia.org/wiki/Cross_product">Cross product (Wikipedia)</a>
+ */
+ public double crossProduct(final Vector2D p1, final Vector2D p2) {
+ final double x1 = p2.getX() - p1.getX();
+ final double y1 = getY() - p1.getY();
+ final double x2 = getX() - p1.getX();
+ final double y2 = p2.getY() - p1.getY();
+ return MathArrays.linearCombination(x1, y1, -x2, y2);
+ }
+
+ /** Compute the distance between two vectors according to the L<sub>2</sub> norm.
+ * <p>Calling this method is equivalent to calling:
+ * <code>p1.subtract(p2).getNorm()</code> except that no intermediate
+ * vector is built</p>
+ * @param p1 first vector
+ * @param p2 second vector
+ * @return the distance between p1 and p2 according to the L<sub>2</sub> norm
+ */
+ public static double distance(Vector2D p1, Vector2D p2) {
+ return p1.distance(p2);
+ }
+
+ /** Compute the distance between two vectors according to the L<sub>&infin;</sub> norm.
+ * <p>Calling this method is equivalent to calling:
+ * <code>p1.subtract(p2).getNormInf()</code> except that no intermediate
+ * vector is built</p>
+ * @param p1 first vector
+ * @param p2 second vector
+ * @return the distance between p1 and p2 according to the L<sub>&infin;</sub> norm
+ */
+ public static double distanceInf(Vector2D p1, Vector2D p2) {
+ return p1.distanceInf(p2);
+ }
+
+ /** Compute the square of the distance between two vectors.
+ * <p>Calling this method is equivalent to calling:
+ * <code>p1.subtract(p2).getNormSq()</code> except that no intermediate
+ * vector is built</p>
+ * @param p1 first vector
+ * @param p2 second vector
+ * @return the square of the distance between p1 and p2
+ */
+ public static double distanceSq(Vector2D p1, Vector2D p2) {
+ return p1.distanceSq(p2);
+ }
+
+ /**
+ * Test for the equality of two 2D vectors.
+ * <p>
+ * If all coordinates of two 2D vectors are exactly the same, and none are
+ * <code>Double.NaN</code>, the two 2D 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
+ * 2D vector are equal to <code>Double.NaN</code>, the 2D vector is equal to
+ * {@link #NaN}.
+ * </p>
+ *
+ * @param other Object to test for equality to this
+ * @return true if two 2D vector objects are equal, false if
+ * object is null, not an instance of Vector2D, or
+ * not equal to this Vector2D instance
+ *
+ */
+ @Override
+ public boolean equals(Object other) {
+
+ if (this == other) {
+ return true;
+ }
+
+ if (other instanceof Vector2D) {
+ final Vector2D rhs = (Vector2D)other;
+ if (rhs.isNaN()) {
+ return this.isNaN();
+ }
+
+ return (x == rhs.x) && (y == rhs.y);
+ }
+ return false;
+ }
+
+ /**
+ * Get a hashCode for the 2D 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 542;
+ }
+ return 122 * (76 * MathUtils.hash(x) + MathUtils.hash(y));
+ }
+
+ /** Get a string representation of this vector.
+ * @return a string representation of this vector
+ */
+ @Override
+ public String toString() {
+ return Vector2DFormat.getInstance().format(this);
+ }
+
+ /** {@inheritDoc} */
+ public String toString(final NumberFormat format) {
+ return new Vector2DFormat(format).format(this);
+ }
+
+}