Java Code Examples for org.apache.commons.math3.exception.util.LocalizedFormats#ZERO_NORM
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Example 1
Source File: Vector2D.java From astor with GNU General Public License v2.0 | 6 votes |
/** 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); }
Example 2
Source File: Vector3D.java From astor with GNU General Public License v2.0 | 6 votes |
/** 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(Vector3D v1, Vector3D 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 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); }
Example 3
Source File: Vector3D.java From astor with GNU General Public License v2.0 | 6 votes |
/** 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(Vector3D v1, Vector3D 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 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); }
Example 4
Source File: Vector3D.java From astor with GNU General Public License v2.0 | 6 votes |
/** 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(Vector3D v1, Vector3D 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 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); }
Example 5
Source File: Cardumen_0040_s.java From coming with MIT License | 6 votes |
/** 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(Vector3D v1, Vector3D v2) { 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 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); }
Example 6
Source File: FieldVector3D.java From astor with GNU General Public License v2.0 | 6 votes |
/** 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 * @param <T> the type of the field elements * @return angular separation between v1 and v2 * @exception MathArithmeticException if either vector has a null norm */ public static <T extends RealFieldElement<T>> T angle(final FieldVector3D<T> v1, final Vector3D v2) throws MathArithmeticException { final T normProduct = v1.getNorm().multiply(v2.getNorm()); if (normProduct.getReal() == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM); } final T dot = dotProduct(v1, v2); final double threshold = normProduct.getReal() * 0.9999; if ((dot.getReal() < -threshold) || (dot.getReal() > threshold)) { // the vectors are almost aligned, compute using the sine FieldVector3D<T> v3 = crossProduct(v1, v2); if (dot.getReal() >= 0) { return v3.getNorm().divide(normProduct).asin(); } return v3.getNorm().divide(normProduct).asin().subtract(FastMath.PI).negate(); } // the vectors are sufficiently separated to use the cosine return dot.divide(normProduct).acos(); }
Example 7
Source File: Plane.java From astor with GNU General Public License v2.0 | 5 votes |
/** Set the normal vactor. * @param normal normal direction to the plane (will be copied) * @exception MathArithmeticException if the normal norm is too small */ private void setNormal(final Vector3D normal) throws MathArithmeticException { final double norm = normal.getNorm(); if (norm < 1.0e-10) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM); } w = new Vector3D(1.0 / norm, normal); }
Example 8
Source File: NPEfix_00192_s.java From coming with MIT License | 5 votes |
/** 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); }
Example 9
Source File: Line.java From astor with GNU General Public License v2.0 | 5 votes |
/** 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); }
Example 10
Source File: NPEfix_00178_t.java From coming with MIT License | 5 votes |
/** 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); }
Example 11
Source File: Line.java From astor with GNU General Public License v2.0 | 5 votes |
/** 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); }
Example 12
Source File: RealVector.java From astor with GNU General Public License v2.0 | 5 votes |
/** * Computes the cosine of the angle between this vector and the * argument. * * @param v Vector. * @return the cosine of the angle between this vector and {@code v}. * @throws MathArithmeticException if {@code this} or {@code v} is the null * vector * @throws DimensionMismatchException if the dimensions of {@code this} and * {@code v} do not match */ public double cosine(RealVector v) throws DimensionMismatchException, MathArithmeticException { final double norm = getNorm(); final double vNorm = v.getNorm(); if (norm == 0 || vNorm == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM); } return dotProduct(v) / (norm * vNorm); }
Example 13
Source File: NPEfix_00192_t.java From coming with MIT License | 5 votes |
/** 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); }
Example 14
Source File: NPEfix_00187_t.java From coming with MIT License | 5 votes |
/** 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); }
Example 15
Source File: NPEfix_00182_t.java From coming with MIT License | 5 votes |
/** 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); }
Example 16
Source File: NPEfix_00184_s.java From coming with MIT License | 5 votes |
/** 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); }
Example 17
Source File: OpenMapRealVector.java From astor with GNU General Public License v2.0 | 5 votes |
/** {@inheritDoc} */ @Override public void unitize() throws MathArithmeticException { double norm = getNorm(); if (isDefaultValue(norm)) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM); } Iterator iter = entries.iterator(); while (iter.hasNext()) { iter.advance(); entries.put(iter.key(), iter.value() / norm); } }
Example 18
Source File: NPEfix_00179_s.java From coming with MIT License | 5 votes |
/** 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); }
Example 19
Source File: OpenMapRealVector.java From astor with GNU General Public License v2.0 | 5 votes |
/** {@inheritDoc} */ @Override public void unitize() throws MathArithmeticException { double norm = getNorm(); if (isDefaultValue(norm)) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM); } Iterator iter = entries.iterator(); while (iter.hasNext()) { iter.advance(); entries.put(iter.key(), iter.value() / norm); } }
Example 20
Source File: RealVector.java From astor with GNU General Public License v2.0 | 3 votes |
/** * Computes the cosine of the angle between this vector and the * argument. * * @param v Vector. * @return the cosine of the angle between this vector and {@code v}. * @throws MathArithmeticException if {@code this} or {@code v} is the null * vector * @throws DimensionMismatchException if the dimensions of {@code this} and * {@code v} do not match */ public double cosine(RealVector v) { final double norm = getNorm(); final double vNorm = v.getNorm(); if (norm == 0 || vNorm == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM); } return dotProduct(v) / (norm * vNorm); }