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package org.apache.commons.math3.geometry.euclidean.threed;

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.Vector;
import org.apache.commons.math3.geometry.euclidean.oned.Euclidean1D;
import org.apache.commons.math3.geometry.euclidean.oned.Vector1D;
import org.apache.commons.math3.geometry.euclidean.twod.Euclidean2D;
import org.apache.commons.math3.geometry.euclidean.twod.PolygonsSet;
import org.apache.commons.math3.geometry.euclidean.twod.Vector2D;
import org.apache.commons.math3.geometry.partitioning.Embedding;
import org.apache.commons.math3.geometry.partitioning.Hyperplane;
import org.apache.commons.math3.util.FastMath;

The class represent planes in a three dimensional space.
Since:3.0
/** The class represent planes in a three dimensional space. * @since 3.0 */
public class Plane implements Hyperplane<Euclidean3D>, Embedding<Euclidean3D, Euclidean2D> {
Default value for tolerance.
/** Default value for tolerance. */
private static final double DEFAULT_TOLERANCE = 1.0e-10;
Offset of the origin with respect to the plane.
/** Offset of the origin with respect to the plane. */
private double originOffset;
Origin of the plane frame.
/** Origin of the plane frame. */
private Vector3D origin;
First vector of the plane frame (in plane).
/** First vector of the plane frame (in plane). */
private Vector3D u;
Second vector of the plane frame (in plane).
/** Second vector of the plane frame (in plane). */
private Vector3D v;
Third vector of the plane frame (plane normal).
/** Third vector of the plane frame (plane normal). */
private Vector3D w;
Tolerance below which points are considered identical.
/** Tolerance below which points are considered identical. */
private final double tolerance;
Build a plane normal to a given direction and containing the origin.
Params:
  • normal – normal direction to the plane
  • tolerance – tolerance below which points are considered identical
Throws:
Since:3.3
/** Build a plane normal to a given direction and containing the origin. * @param normal normal direction to the plane * @param tolerance tolerance below which points are considered identical * @exception MathArithmeticException if the normal norm is too small * @since 3.3 */
public Plane(final Vector3D normal, final double tolerance) throws MathArithmeticException { setNormal(normal); this.tolerance = tolerance; originOffset = 0; setFrame(); }
Build a plane from a point and a normal.
Params:
  • p – point belonging to the plane
  • normal – normal direction to the plane
  • tolerance – tolerance below which points are considered identical
Throws:
Since:3.3
/** Build a plane from a point and a normal. * @param p point belonging to the plane * @param normal normal direction to the plane * @param tolerance tolerance below which points are considered identical * @exception MathArithmeticException if the normal norm is too small * @since 3.3 */
public Plane(final Vector3D p, final Vector3D normal, final double tolerance) throws MathArithmeticException { setNormal(normal); this.tolerance = tolerance; originOffset = -p.dotProduct(w); setFrame(); }
Build a plane from three points.

The plane is oriented in the direction of (p2-p1) ^ (p3-p1)

Params:
  • p1 – first point belonging to the plane
  • p2 – second point belonging to the plane
  • p3 – third point belonging to the plane
  • tolerance – tolerance below which points are considered identical
Throws:
Since:3.3
/** Build a plane from three points. * <p>The plane is oriented in the direction of * {@code (p2-p1) ^ (p3-p1)}</p> * @param p1 first point belonging to the plane * @param p2 second point belonging to the plane * @param p3 third point belonging to the plane * @param tolerance tolerance below which points are considered identical * @exception MathArithmeticException if the points do not constitute a plane * @since 3.3 */
public Plane(final Vector3D p1, final Vector3D p2, final Vector3D p3, final double tolerance) throws MathArithmeticException { this(p1, p2.subtract(p1).crossProduct(p3.subtract(p1)), tolerance); }
Build a plane normal to a given direction and containing the origin.
Params:
  • normal – normal direction to the plane
Throws:
Deprecated:as of 3.3, replaced with Plane(Vector3D, double)
/** Build a plane normal to a given direction and containing the origin. * @param normal normal direction to the plane * @exception MathArithmeticException if the normal norm is too small * @deprecated as of 3.3, replaced with {@link #Plane(Vector3D, double)} */
@Deprecated public Plane(final Vector3D normal) throws MathArithmeticException { this(normal, DEFAULT_TOLERANCE); }
Build a plane from a point and a normal.
Params:
  • p – point belonging to the plane
  • normal – normal direction to the plane
Throws:
Deprecated:as of 3.3, replaced with Plane(Vector3D, Vector3D, double)
/** Build a plane from a point and a normal. * @param p point belonging to the plane * @param normal normal direction to the plane * @exception MathArithmeticException if the normal norm is too small * @deprecated as of 3.3, replaced with {@link #Plane(Vector3D, Vector3D, double)} */
@Deprecated public Plane(final Vector3D p, final Vector3D normal) throws MathArithmeticException { this(p, normal, DEFAULT_TOLERANCE); }
Build a plane from three points.

The plane is oriented in the direction of (p2-p1) ^ (p3-p1)

Params:
  • p1 – first point belonging to the plane
  • p2 – second point belonging to the plane
  • p3 – third point belonging to the plane
Throws:
Deprecated:as of 3.3, replaced with Plane(Vector3D, Vector3D, Vector3D, double)
/** Build a plane from three points. * <p>The plane is oriented in the direction of * {@code (p2-p1) ^ (p3-p1)}</p> * @param p1 first point belonging to the plane * @param p2 second point belonging to the plane * @param p3 third point belonging to the plane * @exception MathArithmeticException if the points do not constitute a plane * @deprecated as of 3.3, replaced with {@link #Plane(Vector3D, Vector3D, Vector3D, double)} */
@Deprecated public Plane(final Vector3D p1, final Vector3D p2, final Vector3D p3) throws MathArithmeticException { this(p1, p2, p3, DEFAULT_TOLERANCE); }
Copy constructor.

The instance created is completely independant of the original one. A deep copy is used, none of the underlying object are shared.

Params:
  • plane – plane to copy
/** Copy constructor. * <p>The instance created is completely independant of the original * one. A deep copy is used, none of the underlying object are * shared.</p> * @param plane plane to copy */
public Plane(final Plane plane) { originOffset = plane.originOffset; origin = plane.origin; u = plane.u; v = plane.v; w = plane.w; tolerance = plane.tolerance; }
Copy the instance.

The instance created is completely independant of the original one. A deep copy is used, none of the underlying objects are shared (except for immutable objects).

Returns:a new hyperplane, copy of the instance
/** Copy the instance. * <p>The instance created is completely independant of the original * one. A deep copy is used, none of the underlying objects are * shared (except for immutable objects).</p> * @return a new hyperplane, copy of the instance */
public Plane copySelf() { return new Plane(this); }
Reset the instance as if built from a point and a normal.
Params:
  • p – point belonging to the plane
  • normal – normal direction to the plane
Throws:
/** Reset the instance as if built from a point and a normal. * @param p point belonging to the plane * @param normal normal direction to the plane * @exception MathArithmeticException if the normal norm is too small */
public void reset(final Vector3D p, final Vector3D normal) throws MathArithmeticException { setNormal(normal); originOffset = -p.dotProduct(w); setFrame(); }
Reset the instance from another one.

The updated instance is completely independant of the original one. A deep reset is used none of the underlying object is shared.

Params:
  • original – plane to reset from
/** Reset the instance from another one. * <p>The updated instance is completely independant of the original * one. A deep reset is used none of the underlying object is * shared.</p> * @param original plane to reset from */
public void reset(final Plane original) { originOffset = original.originOffset; origin = original.origin; u = original.u; v = original.v; w = original.w; }
Set the normal vactor.
Params:
  • normal – normal direction to the plane (will be copied)
Throws:
/** 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); }
Reset the plane frame.
/** Reset the plane frame. */
private void setFrame() { origin = new Vector3D(-originOffset, w); u = w.orthogonal(); v = Vector3D.crossProduct(w, u); }
Get the origin point of the plane frame.

The point returned is the orthogonal projection of the 3D-space origin in the plane.

Returns:the origin point of the plane frame (point closest to the 3D-space origin)
/** Get the origin point of the plane frame. * <p>The point returned is the orthogonal projection of the * 3D-space origin in the plane.</p> * @return the origin point of the plane frame (point closest to the * 3D-space origin) */
public Vector3D getOrigin() { return origin; }
Get the normalized normal vector.

The frame defined by (getU, getV, getNormal) is a rigth-handed orthonormalized frame).

See Also:
Returns:normalized normal vector
/** Get the normalized normal vector. * <p>The frame defined by ({@link #getU getU}, {@link #getV getV}, * {@link #getNormal getNormal}) is a rigth-handed orthonormalized * frame).</p> * @return normalized normal vector * @see #getU * @see #getV */
public Vector3D getNormal() { return w; }
Get the plane first canonical vector.

The frame defined by (getU, getV, getNormal) is a rigth-handed orthonormalized frame).

See Also:
Returns:normalized first canonical vector
/** Get the plane first canonical vector. * <p>The frame defined by ({@link #getU getU}, {@link #getV getV}, * {@link #getNormal getNormal}) is a rigth-handed orthonormalized * frame).</p> * @return normalized first canonical vector * @see #getV * @see #getNormal */
public Vector3D getU() { return u; }
Get the plane second canonical vector.

The frame defined by (getU, getV, getNormal) is a rigth-handed orthonormalized frame).

See Also:
Returns:normalized second canonical vector
/** Get the plane second canonical vector. * <p>The frame defined by ({@link #getU getU}, {@link #getV getV}, * {@link #getNormal getNormal}) is a rigth-handed orthonormalized * frame).</p> * @return normalized second canonical vector * @see #getU * @see #getNormal */
public Vector3D getV() { return v; }
{@inheritDoc}
Since:3.3
/** {@inheritDoc} * @since 3.3 */
public Point<Euclidean3D> project(Point<Euclidean3D> point) { return toSpace(toSubSpace(point)); }
{@inheritDoc}
Since:3.3
/** {@inheritDoc} * @since 3.3 */
public double getTolerance() { return tolerance; }
Revert the plane.

Replace the instance by a similar plane with opposite orientation.

The new plane frame is chosen in such a way that a 3D point that had (x, y) in-plane coordinates and z offset with respect to the plane and is unaffected by the change will have (y, x) in-plane coordinates and -z offset with respect to the new plane. This means that the u and v vectors returned by the getU and getV methods are exchanged, and the w vector returned by the getNormal method is reversed.

/** Revert the plane. * <p>Replace the instance by a similar plane with opposite orientation.</p> * <p>The new plane frame is chosen in such a way that a 3D point that had * {@code (x, y)} in-plane coordinates and {@code z} offset with * respect to the plane and is unaffected by the change will have * {@code (y, x)} in-plane coordinates and {@code -z} offset with * respect to the new plane. This means that the {@code u} and {@code v} * vectors returned by the {@link #getU} and {@link #getV} methods are exchanged, * and the {@code w} vector returned by the {@link #getNormal} method is * reversed.</p> */
public void revertSelf() { final Vector3D tmp = u; u = v; v = tmp; w = w.negate(); originOffset = -originOffset; }
Transform a space point into a sub-space point.
Params:
  • vector – n-dimension point of the space
Returns:(n-1)-dimension point of the sub-space corresponding to the specified space point
/** Transform a space point into a sub-space point. * @param vector n-dimension point of the space * @return (n-1)-dimension point of the sub-space corresponding to * the specified space point */
public Vector2D toSubSpace(Vector<Euclidean3D> vector) { return toSubSpace((Point<Euclidean3D>) vector); }
Transform a sub-space point into a space point.
Params:
  • vector – (n-1)-dimension point of the sub-space
Returns:n-dimension point of the space corresponding to the specified sub-space point
/** Transform a sub-space point into a space point. * @param vector (n-1)-dimension point of the sub-space * @return n-dimension point of the space corresponding to the * specified sub-space point */
public Vector3D toSpace(Vector<Euclidean2D> vector) { return toSpace((Point<Euclidean2D>) vector); }
Transform a 3D space point into an in-plane point.
Params:
  • point – point of the space (must be a Vector3D instance)
See Also:
Returns:in-plane point (really a Vector2D instance)
/** Transform a 3D space point into an in-plane point. * @param point point of the space (must be a {@link Vector3D * Vector3D} instance) * @return in-plane point (really a {@link * org.apache.commons.math3.geometry.euclidean.twod.Vector2D Vector2D} instance) * @see #toSpace */
public Vector2D toSubSpace(final Point<Euclidean3D> point) { final Vector3D p3D = (Vector3D) point; return new Vector2D(p3D.dotProduct(u), p3D.dotProduct(v)); }
Transform an in-plane point into a 3D space point.
Params:
  • point – in-plane point (must be a Vector2D instance)
See Also:
Returns:3D space point (really a Vector3D instance)
/** Transform an in-plane point into a 3D space point. * @param point in-plane point (must be a {@link * org.apache.commons.math3.geometry.euclidean.twod.Vector2D Vector2D} instance) * @return 3D space point (really a {@link Vector3D Vector3D} instance) * @see #toSubSpace */
public Vector3D toSpace(final Point<Euclidean2D> point) { final Vector2D p2D = (Vector2D) point; return new Vector3D(p2D.getX(), u, p2D.getY(), v, -originOffset, w); }
Get one point from the 3D-space.
Params:
  • inPlane – desired in-plane coordinates for the point in the plane
  • offset – desired offset for the point
Returns:one point in the 3D-space, with given coordinates and offset relative to the plane
/** Get one point from the 3D-space. * @param inPlane desired in-plane coordinates for the point in the * plane * @param offset desired offset for the point * @return one point in the 3D-space, with given coordinates and offset * relative to the plane */
public Vector3D getPointAt(final Vector2D inPlane, final double offset) { return new Vector3D(inPlane.getX(), u, inPlane.getY(), v, offset - originOffset, w); }
Check if the instance is similar to another plane.

Planes are considered similar if they contain the same points. This does not mean they are equal since they can have opposite normals.

Params:
  • plane – plane to which the instance is compared
Returns:true if the planes are similar
/** Check if the instance is similar to another plane. * <p>Planes are considered similar if they contain the same * points. This does not mean they are equal since they can have * opposite normals.</p> * @param plane plane to which the instance is compared * @return true if the planes are similar */
public boolean isSimilarTo(final Plane plane) { final double angle = Vector3D.angle(w, plane.w); return ((angle < 1.0e-10) && (FastMath.abs(originOffset - plane.originOffset) < tolerance)) || ((angle > (FastMath.PI - 1.0e-10)) && (FastMath.abs(originOffset + plane.originOffset) < tolerance)); }
Rotate the plane around the specified point.

The instance is not modified, a new instance is created.

Params:
  • center – rotation center
  • rotation – vectorial rotation operator
Returns:a new plane
/** Rotate the plane around the specified point. * <p>The instance is not modified, a new instance is created.</p> * @param center rotation center * @param rotation vectorial rotation operator * @return a new plane */
public Plane rotate(final Vector3D center, final Rotation rotation) { final Vector3D delta = origin.subtract(center); final Plane plane = new Plane(center.add(rotation.applyTo(delta)), rotation.applyTo(w), tolerance); // make sure the frame is transformed as desired plane.u = rotation.applyTo(u); plane.v = rotation.applyTo(v); return plane; }
Translate the plane by the specified amount.

The instance is not modified, a new instance is created.

Params:
  • translation – translation to apply
Returns:a new plane
/** Translate the plane by the specified amount. * <p>The instance is not modified, a new instance is created.</p> * @param translation translation to apply * @return a new plane */
public Plane translate(final Vector3D translation) { final Plane plane = new Plane(origin.add(translation), w, tolerance); // make sure the frame is transformed as desired plane.u = u; plane.v = v; return plane; }
Get the intersection of a line with the instance.
Params:
  • line – line intersecting the instance
Returns:intersection point between between the line and the instance (null if the line is parallel to the instance)
/** Get the intersection of a line with the instance. * @param line line intersecting the instance * @return intersection point between between the line and the * instance (null if the line is parallel to the instance) */
public Vector3D intersection(final Line line) { final Vector3D direction = line.getDirection(); final double dot = w.dotProduct(direction); if (FastMath.abs(dot) < 1.0e-10) { return null; } final Vector3D point = line.toSpace((Point<Euclidean1D>) Vector1D.ZERO); final double k = -(originOffset + w.dotProduct(point)) / dot; return new Vector3D(1.0, point, k, direction); }
Build the line shared by the instance and another plane.
Params:
  • other – other plane
Returns:line at the intersection of the instance and the other plane (really a Line instance)
/** Build the line shared by the instance and another plane. * @param other other plane * @return line at the intersection of the instance and the * other plane (really a {@link Line Line} instance) */
public Line intersection(final Plane other) { final Vector3D direction = Vector3D.crossProduct(w, other.w); if (direction.getNorm() < tolerance) { return null; } final Vector3D point = intersection(this, other, new Plane(direction, tolerance)); return new Line(point, point.add(direction), tolerance); }
Get the intersection point of three planes.
Params:
  • plane1 – first plane1
  • plane2 – second plane2
  • plane3 – third plane2
Returns:intersection point of three planes, null if some planes are parallel
/** Get the intersection point of three planes. * @param plane1 first plane1 * @param plane2 second plane2 * @param plane3 third plane2 * @return intersection point of three planes, null if some planes are parallel */
public static Vector3D intersection(final Plane plane1, final Plane plane2, final Plane plane3) { // coefficients of the three planes linear equations final double a1 = plane1.w.getX(); final double b1 = plane1.w.getY(); final double c1 = plane1.w.getZ(); final double d1 = plane1.originOffset; final double a2 = plane2.w.getX(); final double b2 = plane2.w.getY(); final double c2 = plane2.w.getZ(); final double d2 = plane2.originOffset; final double a3 = plane3.w.getX(); final double b3 = plane3.w.getY(); final double c3 = plane3.w.getZ(); final double d3 = plane3.originOffset; // direct Cramer resolution of the linear system // (this is still feasible for a 3x3 system) final double a23 = b2 * c3 - b3 * c2; final double b23 = c2 * a3 - c3 * a2; final double c23 = a2 * b3 - a3 * b2; final double determinant = a1 * a23 + b1 * b23 + c1 * c23; if (FastMath.abs(determinant) < 1.0e-10) { return null; } final double r = 1.0 / determinant; return new Vector3D( (-a23 * d1 - (c1 * b3 - c3 * b1) * d2 - (c2 * b1 - c1 * b2) * d3) * r, (-b23 * d1 - (c3 * a1 - c1 * a3) * d2 - (c1 * a2 - c2 * a1) * d3) * r, (-c23 * d1 - (b1 * a3 - b3 * a1) * d2 - (b2 * a1 - b1 * a2) * d3) * r); }
Build a region covering the whole hyperplane.
Returns:a region covering the whole hyperplane
/** Build a region covering the whole hyperplane. * @return a region covering the whole hyperplane */
public SubPlane wholeHyperplane() { return new SubPlane(this, new PolygonsSet(tolerance)); }
Build a region covering the whole space.
Returns:a region containing the instance (really a PolyhedronsSet instance)
/** Build a region covering the whole space. * @return a region containing the instance (really a {@link * PolyhedronsSet PolyhedronsSet} instance) */
public PolyhedronsSet wholeSpace() { return new PolyhedronsSet(tolerance); }
Check if the instance contains a point.
Params:
  • p – point to check
Returns:true if p belongs to the plane
/** Check if the instance contains a point. * @param p point to check * @return true if p belongs to the plane */
public boolean contains(final Vector3D p) { return FastMath.abs(getOffset(p)) < tolerance; }
Get the offset (oriented distance) of a parallel plane.

This method should be called only for parallel planes otherwise the result is not meaningful.

The offset is 0 if both planes are the same, it is positive if the plane is on the plus side of the instance and negative if it is on the minus side, according to its natural orientation.

Params:
  • plane – plane to check
Returns:offset of the plane
/** Get the offset (oriented distance) of a parallel plane. * <p>This method should be called only for parallel planes otherwise * the result is not meaningful.</p> * <p>The offset is 0 if both planes are the same, it is * positive if the plane is on the plus side of the instance and * negative if it is on the minus side, according to its natural * orientation.</p> * @param plane plane to check * @return offset of the plane */
public double getOffset(final Plane plane) { return originOffset + (sameOrientationAs(plane) ? -plane.originOffset : plane.originOffset); }
Get the offset (oriented distance) of a vector.
Params:
  • vector – vector to check
Returns:offset of the vector
/** Get the offset (oriented distance) of a vector. * @param vector vector to check * @return offset of the vector */
public double getOffset(Vector<Euclidean3D> vector) { return getOffset((Point<Euclidean3D>) vector); }
Get the offset (oriented distance) of a point.

The offset is 0 if the point is on the underlying hyperplane, it is positive if the point is on one particular side of the hyperplane, and it is negative if the point is on the other side, according to the hyperplane natural orientation.

Params:
  • point – point to check
Returns:offset of the point
/** Get the offset (oriented distance) of a point. * <p>The offset is 0 if the point is on the underlying hyperplane, * it is positive if the point is on one particular side of the * hyperplane, and it is negative if the point is on the other side, * according to the hyperplane natural orientation.</p> * @param point point to check * @return offset of the point */
public double getOffset(final Point<Euclidean3D> point) { return ((Vector3D) point).dotProduct(w) + originOffset; }
Check if the instance has the same orientation as another hyperplane.
Params:
  • other – other hyperplane to check against the instance
Returns:true if the instance and the other hyperplane have the same orientation
/** Check if the instance has the same orientation as another hyperplane. * @param other other hyperplane to check against the instance * @return true if the instance and the other hyperplane have * the same orientation */
public boolean sameOrientationAs(final Hyperplane<Euclidean3D> other) { return (((Plane) other).w).dotProduct(w) > 0.0; } }