Java Code Examples for org.apache.commons.math3.exception.util.LocalizedFormats#ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR
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Example 1
Source File: FieldRotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public FieldRotation(final FieldVector3D<T> u, final FieldVector3D<T> v) throws MathArithmeticException { final T normProduct = u.getNorm().multiply(v.getNorm()); if (normProduct.getReal() == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } final T dot = FieldVector3D.dotProduct(u, v); if (dot.getReal() < ((2.0e-15 - 1.0) * normProduct.getReal())) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u final FieldVector3D<T> w = u.orthogonal(); q0 = normProduct.getField().getZero(); q1 = w.getX().negate(); q2 = w.getY().negate(); q3 = w.getZ().negate(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = dot.divide(normProduct).add(1.0).multiply(0.5).sqrt(); final T coeff = q0.multiply(normProduct).multiply(2.0).reciprocal(); final FieldVector3D<T> q = FieldVector3D.crossProduct(v, u); q1 = coeff.multiply(q.getX()); q2 = coeff.multiply(q.getY()); q3 = coeff.multiply(q.getZ()); } }
Example 2
Source File: Rotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public Rotation(Vector3D u, Vector3D v) throws MathArithmeticException { double normProduct = u.getNorm() * v.getNorm(); if (normProduct == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } double dot = u.dotProduct(v); if (dot < ((2.0e-15 - 1.0) * normProduct)) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u Vector3D w = u.orthogonal(); q0 = 0.0; q1 = -w.getX(); q2 = -w.getY(); q3 = -w.getZ(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = FastMath.sqrt(0.5 * (1.0 + dot / normProduct)); double coeff = 1.0 / (2.0 * q0 * normProduct); Vector3D q = v.crossProduct(u); q1 = coeff * q.getX(); q2 = coeff * q.getY(); q3 = coeff * q.getZ(); } }
Example 3
Source File: Rotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public Rotation(Vector3D u, Vector3D v) throws MathArithmeticException { double normProduct = u.getNorm() * v.getNorm(); if (normProduct == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } double dot = u.dotProduct(v); if (dot < ((2.0e-15 - 1.0) * normProduct)) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u Vector3D w = u.orthogonal(); q0 = 0.0; q1 = -w.getX(); q2 = -w.getY(); q3 = -w.getZ(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = FastMath.sqrt(0.5 * (1.0 + dot / normProduct)); double coeff = 1.0 / (2.0 * q0 * normProduct); Vector3D q = v.crossProduct(u); q1 = coeff * q.getX(); q2 = coeff * q.getY(); q3 = coeff * q.getZ(); } }
Example 4
Source File: Rotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathIllegalArgumentException if the norm of one of the vectors is zero */ public Rotation(Vector3D u, Vector3D v) { double normProduct = u.getNorm() * v.getNorm(); if (normProduct == 0) { throw new MathIllegalArgumentException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } double dot = u.dotProduct(v); if (dot < ((2.0e-15 - 1.0) * normProduct)) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u Vector3D w = u.orthogonal(); q0 = 0.0; q1 = -w.getX(); q2 = -w.getY(); q3 = -w.getZ(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = FastMath.sqrt(0.5 * (1.0 + dot / normProduct)); double coeff = 1.0 / (2.0 * q0 * normProduct); Vector3D q = v.crossProduct(u); q1 = coeff * q.getX(); q2 = coeff * q.getY(); q3 = coeff * q.getZ(); } }
Example 5
Source File: FieldRotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public FieldRotation(final FieldVector3D<T> u, final FieldVector3D<T> v) throws MathArithmeticException { final T normProduct = u.getNorm().multiply(v.getNorm()); if (normProduct.getReal() == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } final T dot = FieldVector3D.dotProduct(u, v); if (dot.getReal() < ((2.0e-15 - 1.0) * normProduct.getReal())) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u final FieldVector3D<T> w = u.orthogonal(); q0 = normProduct.getField().getZero(); q1 = w.getX().negate(); q2 = w.getY().negate(); q3 = w.getZ().negate(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = dot.divide(normProduct).add(1.0).multiply(0.5).sqrt(); final T coeff = q0.multiply(normProduct).multiply(2.0).reciprocal(); final FieldVector3D<T> q = FieldVector3D.crossProduct(v, u); q1 = coeff.multiply(q.getX()); q2 = coeff.multiply(q.getY()); q3 = coeff.multiply(q.getZ()); } }
Example 6
Source File: Rotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public Rotation(Vector3D u, Vector3D v) throws MathArithmeticException { double normProduct = u.getNorm() * v.getNorm(); if (normProduct == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } double dot = u.dotProduct(v); if (dot < ((2.0e-15 - 1.0) * normProduct)) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u Vector3D w = u.orthogonal(); q0 = 0.0; q1 = -w.getX(); q2 = -w.getY(); q3 = -w.getZ(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = FastMath.sqrt(0.5 * (1.0 + dot / normProduct)); double coeff = 1.0 / (2.0 * q0 * normProduct); Vector3D q = v.crossProduct(u); q1 = coeff * q.getX(); q2 = coeff * q.getY(); q3 = coeff * q.getZ(); } }
Example 7
Source File: Rotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathIllegalArgumentException if the norm of one of the vectors is zero */ public Rotation(Vector3D u, Vector3D v) { double normProduct = u.getNorm() * v.getNorm(); if (normProduct == 0) { throw new MathIllegalArgumentException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } double dot = u.dotProduct(v); if (dot < ((2.0e-15 - 1.0) * normProduct)) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u Vector3D w = u.orthogonal(); q0 = 0.0; q1 = -w.getX(); q2 = -w.getY(); q3 = -w.getZ(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = FastMath.sqrt(0.5 * (1.0 + dot / normProduct)); double coeff = 1.0 / (2.0 * q0 * normProduct); Vector3D q = v.crossProduct(u); q1 = coeff * q.getX(); q2 = coeff * q.getY(); q3 = coeff * q.getZ(); } }
Example 8
Source File: FieldRotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public FieldRotation(final FieldVector3D<T> u, final FieldVector3D<T> v) throws MathArithmeticException { final T normProduct = u.getNorm().multiply(v.getNorm()); if (normProduct.getReal() == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } final T dot = FieldVector3D.dotProduct(u, v); if (dot.getReal() < ((2.0e-15 - 1.0) * normProduct.getReal())) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u final FieldVector3D<T> w = u.orthogonal(); q0 = normProduct.getField().getZero(); q1 = w.getX().negate(); q2 = w.getY().negate(); q3 = w.getZ().negate(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = dot.divide(normProduct).add(1.0).multiply(0.5).sqrt(); final T coeff = q0.multiply(normProduct).multiply(2.0).reciprocal(); final FieldVector3D<T> q = FieldVector3D.crossProduct(v, u); q1 = coeff.multiply(q.getX()); q2 = coeff.multiply(q.getY()); q3 = coeff.multiply(q.getZ()); } }
Example 9
Source File: Rotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public Rotation(Vector3D u, Vector3D v) throws MathArithmeticException { double normProduct = u.getNorm() * v.getNorm(); if (normProduct == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } double dot = u.dotProduct(v); if (dot < ((2.0e-15 - 1.0) * normProduct)) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u Vector3D w = u.orthogonal(); q0 = 0.0; q1 = -w.getX(); q2 = -w.getY(); q3 = -w.getZ(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = FastMath.sqrt(0.5 * (1.0 + dot / normProduct)); double coeff = 1.0 / (2.0 * q0 * normProduct); Vector3D q = v.crossProduct(u); q1 = coeff * q.getX(); q2 = coeff * q.getY(); q3 = coeff * q.getZ(); } }
Example 10
Source File: FieldRotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public FieldRotation(final FieldVector3D<T> u, final FieldVector3D<T> v) throws MathArithmeticException { final T normProduct = u.getNorm().multiply(v.getNorm()); if (normProduct.getReal() == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } final T dot = FieldVector3D.dotProduct(u, v); if (dot.getReal() < ((2.0e-15 - 1.0) * normProduct.getReal())) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u final FieldVector3D<T> w = u.orthogonal(); q0 = normProduct.getField().getZero(); q1 = w.getX().negate(); q2 = w.getY().negate(); q3 = w.getZ().negate(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = dot.divide(normProduct).add(1.0).multiply(0.5).sqrt(); final T coeff = q0.multiply(normProduct).multiply(2.0).reciprocal(); final FieldVector3D<T> q = FieldVector3D.crossProduct(v, u); q1 = coeff.multiply(q.getX()); q2 = coeff.multiply(q.getY()); q3 = coeff.multiply(q.getZ()); } }
Example 11
Source File: Rotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public Rotation(Vector3D u, Vector3D v) throws MathArithmeticException { double normProduct = u.getNorm() * v.getNorm(); if (normProduct == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } double dot = u.dotProduct(v); if (dot < ((2.0e-15 - 1.0) * normProduct)) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u Vector3D w = u.orthogonal(); q0 = 0.0; q1 = -w.getX(); q2 = -w.getY(); q3 = -w.getZ(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = FastMath.sqrt(0.5 * (1.0 + dot / normProduct)); double coeff = 1.0 / (2.0 * q0 * normProduct); Vector3D q = v.crossProduct(u); q1 = coeff * q.getX(); q2 = coeff * q.getY(); q3 = coeff * q.getZ(); } }
Example 12
Source File: FieldRotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public FieldRotation(final FieldVector3D<T> u, final FieldVector3D<T> v) throws MathArithmeticException { final T normProduct = u.getNorm().multiply(v.getNorm()); if (normProduct.getReal() == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } final T dot = FieldVector3D.dotProduct(u, v); if (dot.getReal() < ((2.0e-15 - 1.0) * normProduct.getReal())) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u final FieldVector3D<T> w = u.orthogonal(); q0 = normProduct.getField().getZero(); q1 = w.getX().negate(); q2 = w.getY().negate(); q3 = w.getZ().negate(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = dot.divide(normProduct).add(1.0).multiply(0.5).sqrt(); final T coeff = q0.multiply(normProduct).multiply(2.0).reciprocal(); final FieldVector3D<T> q = FieldVector3D.crossProduct(v, u); q1 = coeff.multiply(q.getX()); q2 = coeff.multiply(q.getY()); q3 = coeff.multiply(q.getZ()); } }
Example 13
Source File: Rotation.java From astor with GNU General Public License v2.0 | 5 votes |
/** Build one of the rotations that transform one vector into another one. * <p>Except for a possible scale factor, if the instance were * applied to the vector u it will produce the vector v. There is an * infinite number of such rotations, this constructor choose the * one with the smallest associated angle (i.e. the one whose axis * is orthogonal to the (u, v) plane). If u and v are colinear, an * arbitrary rotation axis is chosen.</p> * @param u origin vector * @param v desired image of u by the rotation * @exception MathArithmeticException if the norm of one of the vectors is zero */ public Rotation(Vector3D u, Vector3D v) throws MathArithmeticException { double normProduct = u.getNorm() * v.getNorm(); if (normProduct == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } double dot = u.dotProduct(v); if (dot < ((2.0e-15 - 1.0) * normProduct)) { // special case u = -v: we select a PI angle rotation around // an arbitrary vector orthogonal to u Vector3D w = u.orthogonal(); q0 = 0.0; q1 = -w.getX(); q2 = -w.getY(); q3 = -w.getZ(); } else { // general case: (u, v) defines a plane, we select // the shortest possible rotation: axis orthogonal to this plane q0 = FastMath.sqrt(0.5 * (1.0 + dot / normProduct)); double coeff = 1.0 / (2.0 * q0 * normProduct); Vector3D q = v.crossProduct(u); q1 = coeff * q.getX(); q2 = coeff * q.getY(); q3 = coeff * q.getZ(); } }
Example 14
Source File: Rotation.java From astor with GNU General Public License v2.0 | 4 votes |
/** Build the rotation that transforms a pair of vector into another pair. * <p>Except for possible scale factors, if the instance were applied to * the pair (u<sub>1</sub>, u<sub>2</sub>) it will produce the pair * (v<sub>1</sub>, v<sub>2</sub>).</p> * <p>If the angular separation between u<sub>1</sub> and u<sub>2</sub> is * not the same as the angular separation between v<sub>1</sub> and * v<sub>2</sub>, then a corrected v'<sub>2</sub> will be used rather than * v<sub>2</sub>, the corrected vector will be in the (v<sub>1</sub>, * v<sub>2</sub>) plane.</p> * @param u1 first vector of the origin pair * @param u2 second vector of the origin pair * @param v1 desired image of u1 by the rotation * @param v2 desired image of u2 by the rotation * @exception MathIllegalArgumentException if the norm of one of the vectors is zero */ public Rotation(Vector3D u1, Vector3D u2, Vector3D v1, Vector3D v2) { // norms computation double u1u1 = u1.getNormSq(); double u2u2 = u2.getNormSq(); double v1v1 = v1.getNormSq(); double v2v2 = v2.getNormSq(); if ((u1u1 == 0) || (u2u2 == 0) || (v1v1 == 0) || (v2v2 == 0)) { throw new MathIllegalArgumentException(LocalizedFormats.ZERO_NORM_FOR_ROTATION_DEFINING_VECTOR); } // normalize v1 in order to have (v1'|v1') = (u1|u1) v1 = new Vector3D(FastMath.sqrt(u1u1 / v1v1), v1); // adjust v2 in order to have (u1|u2) = (v1'|v2') and (v2'|v2') = (u2|u2) double u1u2 = u1.dotProduct(u2); double v1v2 = v1.dotProduct(v2); double coeffU = u1u2 / u1u1; double coeffV = v1v2 / u1u1; double beta = FastMath.sqrt((u2u2 - u1u2 * coeffU) / (v2v2 - v1v2 * coeffV)); double alpha = coeffU - beta * coeffV; v2 = new Vector3D(alpha, v1, beta, v2); // preliminary computation Vector3D uRef = u1; Vector3D vRef = v1; Vector3D v1Su1 = v1.subtract(u1); Vector3D v2Su2 = v2.subtract(u2); Vector3D k = v1Su1.crossProduct(v2Su2); Vector3D u3 = u1.crossProduct(u2); double c = k.dotProduct(u3); final double inPlaneThreshold = 0.001; if (c <= inPlaneThreshold * k.getNorm() * u3.getNorm()) { // the (q1, q2, q3) vector is close to the (u1, u2) plane // we try other vectors Vector3D v3 = Vector3D.crossProduct(v1, v2); Vector3D v3Su3 = v3.subtract(u3); k = v1Su1.crossProduct(v3Su3); Vector3D u2Prime = u1.crossProduct(u3); c = k.dotProduct(u2Prime); if (c <= inPlaneThreshold * k.getNorm() * u2Prime.getNorm()) { // the (q1, q2, q3) vector is also close to the (u1, u3) plane, // it is almost aligned with u1: we try (u2, u3) and (v2, v3) k = v2Su2.crossProduct(v3Su3); c = k.dotProduct(u2.crossProduct(u3)); if (c <= 0) { // the (q1, q2, q3) vector is aligned with everything // this is really the identity rotation q0 = 1.0; q1 = 0.0; q2 = 0.0; q3 = 0.0; return; } // we will have to use u2 and v2 to compute the scalar part uRef = u2; vRef = v2; } } // compute the vectorial part c = FastMath.sqrt(c); double inv = 1.0 / (c + c); q1 = inv * k.getX(); q2 = inv * k.getY(); q3 = inv * k.getZ(); // compute the scalar part k = new Vector3D(uRef.getY() * q3 - uRef.getZ() * q2, uRef.getZ() * q1 - uRef.getX() * q3, uRef.getX() * q2 - uRef.getY() * q1); q0 = vRef.dotProduct(k) / (2 * k.getNormSq()); }