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1   /*
2    * Licensed to the Apache Software Foundation (ASF) under one or more
3    * contributor license agreements.  See the NOTICE file distributed with
4    * this work for additional information regarding copyright ownership.
5    * The ASF licenses this file to You under the Apache License, Version 2.0
6    * (the "License"); you may not use this file except in compliance with
7    * the License.  You may obtain a copy of the License at
8    *
9    *      http://www.apache.org/licenses/LICENSE-2.0
10   *
11   * Unless required by applicable law or agreed to in writing, software
12   * distributed under the License is distributed on an "AS IS" BASIS,
13   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14   * See the License for the specific language governing permissions and
15   * limitations under the License.
16   */
17  
18  package org.apache.commons.math3.geometry.euclidean.threed;
19  
20  import java.io.Serializable;
21  import java.text.NumberFormat;
22  
23  import org.apache.commons.math3.exception.DimensionMismatchException;
24  import org.apache.commons.math3.exception.MathArithmeticException;
25  import org.apache.commons.math3.exception.util.LocalizedFormats;
26  import org.apache.commons.math3.geometry.Vector;
27  import org.apache.commons.math3.geometry.Space;
28  import org.apache.commons.math3.util.FastMath;
29  import org.apache.commons.math3.util.MathUtils;
30  import org.apache.commons.math3.util.MathArrays;
31  
32  /**
33   * This class implements vectors in a three-dimensional space.
34   * <p>Instance of this class are guaranteed to be immutable.</p>
35   * @version $Id: Vector3D.java 1447259 2013-02-18 13:56:39Z luc $
36   * @since 1.2
37   */
38  public class Vector3D implements Serializable, Vector<Euclidean3D> {
39  
40      /** Null vector (coordinates: 0, 0, 0). */
41      public static final Vector3D ZERO   = new Vector3D(0, 0, 0);
42  
43      /** First canonical vector (coordinates: 1, 0, 0). */
44      public static final Vector3D PLUS_I = new Vector3D(1, 0, 0);
45  
46      /** Opposite of the first canonical vector (coordinates: -1, 0, 0). */
47      public static final Vector3D MINUS_I = new Vector3D(-1, 0, 0);
48  
49      /** Second canonical vector (coordinates: 0, 1, 0). */
50      public static final Vector3D PLUS_J = new Vector3D(0, 1, 0);
51  
52      /** Opposite of the second canonical vector (coordinates: 0, -1, 0). */
53      public static final Vector3D MINUS_J = new Vector3D(0, -1, 0);
54  
55      /** Third canonical vector (coordinates: 0, 0, 1). */
56      public static final Vector3D PLUS_K = new Vector3D(0, 0, 1);
57  
58      /** Opposite of the third canonical vector (coordinates: 0, 0, -1).  */
59      public static final Vector3D MINUS_K = new Vector3D(0, 0, -1);
60  
61      // CHECKSTYLE: stop ConstantName
62      /** A vector with all coordinates set to NaN. */
63      public static final Vector3D NaN = new Vector3D(Double.NaN, Double.NaN, Double.NaN);
64      // CHECKSTYLE: resume ConstantName
65  
66      /** A vector with all coordinates set to positive infinity. */
67      public static final Vector3D POSITIVE_INFINITY =
68          new Vector3D(Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY);
69  
70      /** A vector with all coordinates set to negative infinity. */
71      public static final Vector3D NEGATIVE_INFINITY =
72          new Vector3D(Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY);
73  
74      /** Serializable version identifier. */
75      private static final long serialVersionUID = 1313493323784566947L;
76  
77      /** Abscissa. */
78      private final double x;
79  
80      /** Ordinate. */
81      private final double y;
82  
83      /** Height. */
84      private final double z;
85  
86      /** Simple constructor.
87       * Build a vector from its coordinates
88       * @param x abscissa
89       * @param y ordinate
90       * @param z height
91       * @see #getX()
92       * @see #getY()
93       * @see #getZ()
94       */
95      public Vector3D(double x, double y, double z) {
96          this.x = x;
97          this.y = y;
98          this.z = z;
99      }
100 
101     /** Simple constructor.
102      * Build a vector from its coordinates
103      * @param v coordinates array
104      * @exception DimensionMismatchException if array does not have 3 elements
105      * @see #toArray()
106      */
107     public Vector3D(double[] v) throws DimensionMismatchException {
108         if (v.length != 3) {
109             throw new DimensionMismatchException(v.length, 3);
110         }
111         this.x = v[0];
112         this.y = v[1];
113         this.z = v[2];
114     }
115 
116     /** Simple constructor.
117      * Build a vector from its azimuthal coordinates
118      * @param alpha azimuth (&alpha;) around Z
119      *              (0 is +X, &pi;/2 is +Y, &pi; is -X and 3&pi;/2 is -Y)
120      * @param delta elevation (&delta;) above (XY) plane, from -&pi;/2 to +&pi;/2
121      * @see #getAlpha()
122      * @see #getDelta()
123      */
124     public Vector3D(double alpha, double delta) {
125         double cosDelta = FastMath.cos(delta);
126         this.x = FastMath.cos(alpha) * cosDelta;
127         this.y = FastMath.sin(alpha) * cosDelta;
128         this.z = FastMath.sin(delta);
129     }
130 
131     /** Multiplicative constructor
132      * Build a vector from another one and a scale factor.
133      * The vector built will be a * u
134      * @param a scale factor
135      * @param u base (unscaled) vector
136      */
137     public Vector3D(double a, Vector3D u) {
138         this.x = a * u.x;
139         this.y = a * u.y;
140         this.z = a * u.z;
141     }
142 
143     /** Linear constructor
144      * Build a vector from two other ones and corresponding scale factors.
145      * The vector built will be a1 * u1 + a2 * u2
146      * @param a1 first scale factor
147      * @param u1 first base (unscaled) vector
148      * @param a2 second scale factor
149      * @param u2 second base (unscaled) vector
150      */
151     public Vector3D(double a1, Vector3D u1, double a2, Vector3D u2) {
152         this.x = MathArrays.linearCombination(a1, u1.x, a2, u2.x);
153         this.y = MathArrays.linearCombination(a1, u1.y, a2, u2.y);
154         this.z = MathArrays.linearCombination(a1, u1.z, a2, u2.z);
155     }
156 
157     /** Linear constructor
158      * Build a vector from three other ones and corresponding scale factors.
159      * The vector built will be a1 * u1 + a2 * u2 + a3 * u3
160      * @param a1 first scale factor
161      * @param u1 first base (unscaled) vector
162      * @param a2 second scale factor
163      * @param u2 second base (unscaled) vector
164      * @param a3 third scale factor
165      * @param u3 third base (unscaled) vector
166      */
167     public Vector3D(double a1, Vector3D u1, double a2, Vector3D u2,
168                     double a3, Vector3D u3) {
169         this.x = MathArrays.linearCombination(a1, u1.x, a2, u2.x, a3, u3.x);
170         this.y = MathArrays.linearCombination(a1, u1.y, a2, u2.y, a3, u3.y);
171         this.z = MathArrays.linearCombination(a1, u1.z, a2, u2.z, a3, u3.z);
172     }
173 
174     /** Linear constructor
175      * Build a vector from four other ones and corresponding scale factors.
176      * The vector built will be a1 * u1 + a2 * u2 + a3 * u3 + a4 * u4
177      * @param a1 first scale factor
178      * @param u1 first base (unscaled) vector
179      * @param a2 second scale factor
180      * @param u2 second base (unscaled) vector
181      * @param a3 third scale factor
182      * @param u3 third base (unscaled) vector
183      * @param a4 fourth scale factor
184      * @param u4 fourth base (unscaled) vector
185      */
186     public Vector3D(double a1, Vector3D u1, double a2, Vector3D u2,
187                     double a3, Vector3D u3, double a4, Vector3D u4) {
188         this.x = MathArrays.linearCombination(a1, u1.x, a2, u2.x, a3, u3.x, a4, u4.x);
189         this.y = MathArrays.linearCombination(a1, u1.y, a2, u2.y, a3, u3.y, a4, u4.y);
190         this.z = MathArrays.linearCombination(a1, u1.z, a2, u2.z, a3, u3.z, a4, u4.z);
191     }
192 
193     /** Get the abscissa of the vector.
194      * @return abscissa of the vector
195      * @see #Vector3D(double, double, double)
196      */
197     public double getX() {
198         return x;
199     }
200 
201     /** Get the ordinate of the vector.
202      * @return ordinate of the vector
203      * @see #Vector3D(double, double, double)
204      */
205     public double getY() {
206         return y;
207     }
208 
209     /** Get the height of the vector.
210      * @return height of the vector
211      * @see #Vector3D(double, double, double)
212      */
213     public double getZ() {
214         return z;
215     }
216 
217     /** Get the vector coordinates as a dimension 3 array.
218      * @return vector coordinates
219      * @see #Vector3D(double[])
220      */
221     public double[] toArray() {
222         return new double[] { x, y, z };
223     }
224 
225     /** {@inheritDoc} */
226     public Space getSpace() {
227         return Euclidean3D.getInstance();
228     }
229 
230     /** {@inheritDoc} */
231     public Vector3D getZero() {
232         return ZERO;
233     }
234 
235     /** {@inheritDoc} */
236     public double getNorm1() {
237         return FastMath.abs(x) + FastMath.abs(y) + FastMath.abs(z);
238     }
239 
240     /** {@inheritDoc} */
241     public double getNorm() {
242         // there are no cancellation problems here, so we use the straightforward formula
243         return FastMath.sqrt (x * x + y * y + z * z);
244     }
245 
246     /** {@inheritDoc} */
247     public double getNormSq() {
248         // there are no cancellation problems here, so we use the straightforward formula
249         return x * x + y * y + z * z;
250     }
251 
252     /** {@inheritDoc} */
253     public double getNormInf() {
254         return FastMath.max(FastMath.max(FastMath.abs(x), FastMath.abs(y)), FastMath.abs(z));
255     }
256 
257     /** Get the azimuth of the vector.
258      * @return azimuth (&alpha;) of the vector, between -&pi; and +&pi;
259      * @see #Vector3D(double, double)
260      */
261     public double getAlpha() {
262         return FastMath.atan2(y, x);
263     }
264 
265     /** Get the elevation of the vector.
266      * @return elevation (&delta;) of the vector, between -&pi;/2 and +&pi;/2
267      * @see #Vector3D(double, double)
268      */
269     public double getDelta() {
270         return FastMath.asin(z / getNorm());
271     }
272 
273     /** {@inheritDoc} */
274     public Vector3D add(final Vector<Euclidean3D> v) {
275         final Vector3D v3 = (Vector3D) v;
276         return new Vector3D(x + v3.x, y + v3.y, z + v3.z);
277     }
278 
279     /** {@inheritDoc} */
280     public Vector3D add(double factor, final Vector<Euclidean3D> v) {
281         return new Vector3D(1, this, factor, (Vector3D) v);
282     }
283 
284     /** {@inheritDoc} */
285     public Vector3D subtract(final Vector<Euclidean3D> v) {
286         final Vector3D v3 = (Vector3D) v;
287         return new Vector3D(x - v3.x, y - v3.y, z - v3.z);
288     }
289 
290     /** {@inheritDoc} */
291     public Vector3D subtract(final double factor, final Vector<Euclidean3D> v) {
292         return new Vector3D(1, this, -factor, (Vector3D) v);
293     }
294 
295     /** {@inheritDoc} */
296     public Vector3D normalize() throws MathArithmeticException {
297         double s = getNorm();
298         if (s == 0) {
299             throw new MathArithmeticException(LocalizedFormats.CANNOT_NORMALIZE_A_ZERO_NORM_VECTOR);
300         }
301         return scalarMultiply(1 / s);
302     }
303 
304     /** Get a vector orthogonal to the instance.
305      * <p>There are an infinite number of normalized vectors orthogonal
306      * to the instance. This method picks up one of them almost
307      * arbitrarily. It is useful when one needs to compute a reference
308      * frame with one of the axes in a predefined direction. The
309      * following example shows how to build a frame having the k axis
310      * aligned with the known vector u :
311      * <pre><code>
312      *   Vector3D k = u.normalize();
313      *   Vector3D i = k.orthogonal();
314      *   Vector3D j = Vector3D.crossProduct(k, i);
315      * </code></pre></p>
316      * @return a new normalized vector orthogonal to the instance
317      * @exception MathArithmeticException if the norm of the instance is null
318      */
319     public Vector3D orthogonal() throws MathArithmeticException {
320 
321         double threshold = 0.6 * getNorm();
322         if (threshold == 0) {
323             throw new MathArithmeticException(LocalizedFormats.ZERO_NORM);
324         }
325 
326         if (FastMath.abs(x) <= threshold) {
327             double inverse  = 1 / FastMath.sqrt(y * y + z * z);
328             return new Vector3D(0, inverse * z, -inverse * y);
329         } else if (FastMath.abs(y) <= threshold) {
330             double inverse  = 1 / FastMath.sqrt(x * x + z * z);
331             return new Vector3D(-inverse * z, 0, inverse * x);
332         }
333         double inverse  = 1 / FastMath.sqrt(x * x + y * y);
334         return new Vector3D(inverse * y, -inverse * x, 0);
335 
336     }
337 
338     /** Compute the angular separation between two vectors.
339      * <p>This method computes the angular separation between two
340      * vectors using the dot product for well separated vectors and the
341      * cross product for almost aligned vectors. This allows to have a
342      * good accuracy in all cases, even for vectors very close to each
343      * other.</p>
344      * @param v1 first vector
345      * @param v2 second vector
346      * @return angular separation between v1 and v2
347      * @exception MathArithmeticException if either vector has a null norm
348      */
349     public static double angle(Vector3D v1, Vector3D v2) throws MathArithmeticException {
350 
351         double normProduct = v1.getNorm() * v2.getNorm();
352         if (normProduct == 0) {
353             throw new MathArithmeticException(LocalizedFormats.ZERO_NORM);
354         }
355 
356         double dot = v1.dotProduct(v2);
357         double threshold = normProduct * 0.9999;
358         if ((dot < -threshold) || (dot > threshold)) {
359             // the vectors are almost aligned, compute using the sine
360             Vector3D v3 = crossProduct(v1, v2);
361             if (dot >= 0) {
362                 return FastMath.asin(v3.getNorm() / normProduct);
363             }
364             return FastMath.PI - FastMath.asin(v3.getNorm() / normProduct);
365         }
366 
367         // the vectors are sufficiently separated to use the cosine
368         return FastMath.acos(dot / normProduct);
369 
370     }
371 
372     /** {@inheritDoc} */
373     public Vector3D negate() {
374         return new Vector3D(-x, -y, -z);
375     }
376 
377     /** {@inheritDoc} */
378     public Vector3D scalarMultiply(double a) {
379         return new Vector3D(a * x, a * y, a * z);
380     }
381 
382     /** {@inheritDoc} */
383     public boolean isNaN() {
384         return Double.isNaN(x) || Double.isNaN(y) || Double.isNaN(z);
385     }
386 
387     /** {@inheritDoc} */
388     public boolean isInfinite() {
389         return !isNaN() && (Double.isInfinite(x) || Double.isInfinite(y) || Double.isInfinite(z));
390     }
391 
392     /**
393      * Test for the equality of two 3D vectors.
394      * <p>
395      * If all coordinates of two 3D vectors are exactly the same, and none are
396      * <code>Double.NaN</code>, the two 3D vectors are considered to be equal.
397      * </p>
398      * <p>
399      * <code>NaN</code> coordinates are considered to affect globally the vector
400      * and be equals to each other - i.e, if either (or all) coordinates of the
401      * 3D vector are equal to <code>Double.NaN</code>, the 3D vector is equal to
402      * {@link #NaN}.
403      * </p>
404      *
405      * @param other Object to test for equality to this
406      * @return true if two 3D vector objects are equal, false if
407      *         object is null, not an instance of Vector3D, or
408      *         not equal to this Vector3D instance
409      *
410      */
411     @Override
412     public boolean equals(Object other) {
413 
414         if (this == other) {
415             return true;
416         }
417 
418         if (other instanceof Vector3D) {
419             final Vector3D rhs = (Vector3D)other;
420             if (rhs.isNaN()) {
421                 return this.isNaN();
422             }
423 
424             return (x == rhs.x) && (y == rhs.y) && (z == rhs.z);
425         }
426         return false;
427     }
428 
429     /**
430      * Get a hashCode for the 3D vector.
431      * <p>
432      * All NaN values have the same hash code.</p>
433      *
434      * @return a hash code value for this object
435      */
436     @Override
437     public int hashCode() {
438         if (isNaN()) {
439             return 642;
440         }
441         return 643 * (164 * MathUtils.hash(x) +  3 * MathUtils.hash(y) +  MathUtils.hash(z));
442     }
443 
444     /** {@inheritDoc}
445      * <p>
446      * The implementation uses specific multiplication and addition
447      * algorithms to preserve accuracy and reduce cancellation effects.
448      * It should be very accurate even for nearly orthogonal vectors.
449      * </p>
450      * @see MathArrays#linearCombination(double, double, double, double, double, double)
451      */
452     public double dotProduct(final Vector<Euclidean3D> v) {
453         final Vector3D v3 = (Vector3D) v;
454         return MathArrays.linearCombination(x, v3.x, y, v3.y, z, v3.z);
455     }
456 
457     /** Compute the cross-product of the instance with another vector.
458      * @param v other vector
459      * @return the cross product this ^ v as a new Vector3D
460      */
461     public Vector3D crossProduct(final Vector<Euclidean3D> v) {
462         final Vector3D v3 = (Vector3D) v;
463         return new Vector3D(MathArrays.linearCombination(y, v3.z, -z, v3.y),
464                             MathArrays.linearCombination(z, v3.x, -x, v3.z),
465                             MathArrays.linearCombination(x, v3.y, -y, v3.x));
466     }
467 
468     /** {@inheritDoc} */
469     public double distance1(Vector<Euclidean3D> v) {
470         final Vector3D v3 = (Vector3D) v;
471         final double dx = FastMath.abs(v3.x - x);
472         final double dy = FastMath.abs(v3.y - y);
473         final double dz = FastMath.abs(v3.z - z);
474         return dx + dy + dz;
475     }
476 
477     /** {@inheritDoc} */
478     public double distance(Vector<Euclidean3D> v) {
479         final Vector3D v3 = (Vector3D) v;
480         final double dx = v3.x - x;
481         final double dy = v3.y - y;
482         final double dz = v3.z - z;
483         return FastMath.sqrt(dx * dx + dy * dy + dz * dz);
484     }
485 
486     /** {@inheritDoc} */
487     public double distanceInf(Vector<Euclidean3D> v) {
488         final Vector3D v3 = (Vector3D) v;
489         final double dx = FastMath.abs(v3.x - x);
490         final double dy = FastMath.abs(v3.y - y);
491         final double dz = FastMath.abs(v3.z - z);
492         return FastMath.max(FastMath.max(dx, dy), dz);
493     }
494 
495     /** {@inheritDoc} */
496     public double distanceSq(Vector<Euclidean3D> v) {
497         final Vector3D v3 = (Vector3D) v;
498         final double dx = v3.x - x;
499         final double dy = v3.y - y;
500         final double dz = v3.z - z;
501         return dx * dx + dy * dy + dz * dz;
502     }
503 
504     /** Compute the dot-product of two vectors.
505      * @param v1 first vector
506      * @param v2 second vector
507      * @return the dot product v1.v2
508      */
509     public static double dotProduct(Vector3D v1, Vector3D v2) {
510         return v1.dotProduct(v2);
511     }
512 
513     /** Compute the cross-product of two vectors.
514      * @param v1 first vector
515      * @param v2 second vector
516      * @return the cross product v1 ^ v2 as a new Vector
517      */
518     public static Vector3D crossProduct(final Vector3D v1, final Vector3D v2) {
519         return v1.crossProduct(v2);
520     }
521 
522     /** Compute the distance between two vectors according to the L<sub>1</sub> norm.
523      * <p>Calling this method is equivalent to calling:
524      * <code>v1.subtract(v2).getNorm1()</code> except that no intermediate
525      * vector is built</p>
526      * @param v1 first vector
527      * @param v2 second vector
528      * @return the distance between v1 and v2 according to the L<sub>1</sub> norm
529      */
530     public static double distance1(Vector3D v1, Vector3D v2) {
531         return v1.distance1(v2);
532     }
533 
534     /** Compute the distance between two vectors according to the L<sub>2</sub> norm.
535      * <p>Calling this method is equivalent to calling:
536      * <code>v1.subtract(v2).getNorm()</code> except that no intermediate
537      * vector is built</p>
538      * @param v1 first vector
539      * @param v2 second vector
540      * @return the distance between v1 and v2 according to the L<sub>2</sub> norm
541      */
542     public static double distance(Vector3D v1, Vector3D v2) {
543         return v1.distance(v2);
544     }
545 
546     /** Compute the distance between two vectors according to the L<sub>&infin;</sub> norm.
547      * <p>Calling this method is equivalent to calling:
548      * <code>v1.subtract(v2).getNormInf()</code> except that no intermediate
549      * vector is built</p>
550      * @param v1 first vector
551      * @param v2 second vector
552      * @return the distance between v1 and v2 according to the L<sub>&infin;</sub> norm
553      */
554     public static double distanceInf(Vector3D v1, Vector3D v2) {
555         return v1.distanceInf(v2);
556     }
557 
558     /** Compute the square of the distance between two vectors.
559      * <p>Calling this method is equivalent to calling:
560      * <code>v1.subtract(v2).getNormSq()</code> except that no intermediate
561      * vector is built</p>
562      * @param v1 first vector
563      * @param v2 second vector
564      * @return the square of the distance between v1 and v2
565      */
566     public static double distanceSq(Vector3D v1, Vector3D v2) {
567         return v1.distanceSq(v2);
568     }
569 
570     /** Get a string representation of this vector.
571      * @return a string representation of this vector
572      */
573     @Override
574     public String toString() {
575         return Vector3DFormat.getInstance().format(this);
576     }
577 
578     /** {@inheritDoc} */
579     public String toString(final NumberFormat format) {
580         return new Vector3DFormat(format).format(this);
581     }
582 
583 }