Java tutorial
/* * 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.threed; import org.apache.commons.math3.exception.MathIllegalArgumentException; import org.apache.commons.math3.exception.util.LocalizedFormats; import org.apache.commons.math3.geometry.Vector; import org.apache.commons.math3.geometry.euclidean.oned.Euclidean1D; import org.apache.commons.math3.geometry.euclidean.oned.IntervalsSet; import org.apache.commons.math3.geometry.euclidean.oned.Vector1D; import org.apache.commons.math3.geometry.partitioning.Embedding; import org.apache.commons.math3.util.FastMath; import org.apache.commons.math3.util.Precision; /** The class represent lines in a three dimensional space. * <p>Each oriented line is intrinsically associated with an abscissa * which is a coordinate on the line. The point at abscissa 0 is the * orthogonal projection of the origin on the line, another equivalent * way to express this is to say that it is the point of the line * which is closest to the origin. Abscissa increases in the line * direction.</p> * @version $Id: Line.java 1416643 2012-12-03 19:37:14Z tn $ * @since 3.0 */ public class Line implements Embedding<Euclidean3D, Euclidean1D> { /** Line direction. */ private Vector3D direction; /** Line point closest to the origin. */ private Vector3D zero; /** Build a line from two points. * @param p1 first point belonging to the line (this can be any point) * @param p2 second point belonging to the line (this can be any point, different from p1) * @exception MathIllegalArgumentException if the points are equal */ public Line(final Vector3D p1, final Vector3D p2) throws MathIllegalArgumentException { reset(p1, p2); } /** Copy constructor. * <p>The created instance is completely independent from the * original instance, it is a deep copy.</p> * @param line line to copy */ public Line(final Line line) { this.direction = line.direction; this.zero = line.zero; } /** Reset the instance as if built from two points. * @param p1 first point belonging to the line (this can be any point) * @param p2 second point belonging to the line (this can be any point, different from p1) * @exception MathIllegalArgumentException if the points are equal */ public void reset(final Vector3D p1, final Vector3D p2) throws MathIllegalArgumentException { final Vector3D delta = p2.subtract(p1); final double norm2 = delta.getNormSq(); if (norm2 == 0.0) { throw new MathIllegalArgumentException(LocalizedFormats.ZERO_NORM); } this.direction = new Vector3D(1.0 / FastMath.sqrt(norm2), delta); zero = new Vector3D(1.0, p1, -p1.dotProduct(delta) / norm2, delta); } /** Get a line with reversed direction. * @return a new instance, with reversed direction */ public Line revert() { return new Line(zero, zero.subtract(direction)); } /** Get the normalized direction vector. * @return normalized direction vector */ public Vector3D getDirection() { return direction; } /** Get the line point closest to the origin. * @return line point closest to the origin */ public Vector3D getOrigin() { return zero; } /** Get the abscissa of a point with respect to the line. * <p>The abscissa is 0 if the projection of the point and the * projection of the frame origin on the line are the same * point.</p> * @param point point to check * @return abscissa of the point */ public double getAbscissa(final Vector3D point) { return point.subtract(zero).dotProduct(direction); } /** Get one point from the line. * @param abscissa desired abscissa for the point * @return one point belonging to the line, at specified abscissa */ public Vector3D pointAt(final double abscissa) { return new Vector3D(1.0, zero, abscissa, direction); } /** {@inheritDoc} * @see #getAbscissa(Vector3D) */ public Vector1D toSubSpace(final Vector<Euclidean3D> point) { return new Vector1D(getAbscissa((Vector3D) point)); } /** {@inheritDoc} * @see #pointAt(double) */ public Vector3D toSpace(final Vector<Euclidean1D> point) { return pointAt(((Vector1D) point).getX()); } /** Check if the instance is similar to another line. * <p>Lines are considered similar if they contain the same * points. This does not mean they are equal since they can have * opposite directions.</p> * @param line line to which instance should be compared * @return true if the lines are similar */ public boolean isSimilarTo(final Line line) { final double angle = Vector3D.angle(direction, line.direction); return ((angle < 1.0e-10) || (angle > (FastMath.PI - 1.0e-10))) && contains(line.zero); } /** Check if the instance contains a point. * @param p point to check * @return true if p belongs to the line */ public boolean contains(final Vector3D p) { return distance(p) < 1.0e-10; } /** Compute the distance between the instance and a point. * @param p to check * @return distance between the instance and the point */ public double distance(final Vector3D p) { final Vector3D d = p.subtract(zero); final Vector3D n = new Vector3D(1.0, d, -d.dotProduct(direction), direction); return n.getNorm(); } /** Compute the shortest distance between the instance and another line. * @param line line to check against the instance * @return shortest distance between the instance and the line */ public double distance(final Line line) { final Vector3D normal = Vector3D.crossProduct(direction, line.direction); final double n = normal.getNorm(); if (n < Precision.SAFE_MIN) { // lines are parallel return distance(line.zero); } // signed separation of the two parallel planes that contains the lines final double offset = line.zero.subtract(zero).dotProduct(normal) / n; return FastMath.abs(offset); } /** Compute the point of the instance closest to another line. * @param line line to check against the instance * @return point of the instance closest to another line */ public Vector3D closestPoint(final Line line) { final double cos = direction.dotProduct(line.direction); final double n = 1 - cos * cos; if (n < Precision.EPSILON) { // the lines are parallel return zero; } final Vector3D delta0 = line.zero.subtract(zero); final double a = delta0.dotProduct(direction); final double b = delta0.dotProduct(line.direction); return new Vector3D(1, zero, (a - b * cos) / n, direction); } /** Get the intersection point of the instance and another line. * @param line other line * @return intersection point of the instance and the other line * or null if there are no intersection points */ public Vector3D intersection(final Line line) { final Vector3D closest = closestPoint(line); return line.contains(closest) ? closest : null; } /** Build a sub-line covering the whole line. * @return a sub-line covering the whole line */ public SubLine wholeLine() { return new SubLine(this, new IntervalsSet()); } }