/*
 * 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
 *
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 * See the License for the specific language governing permissions and
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package org.apache.commons.math3.geometry.euclidean.threed;

import java.io.Serializable;
import java.text.NumberFormat;

import org.apache.commons.math3.exception.DimensionMismatchException;
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.Space;
import org.apache.commons.math3.geometry.Vector;
import org.apache.commons.math3.util.FastMath;
import org.apache.commons.math3.util.MathArrays;
import org.apache.commons.math3.util.MathUtils;

This class implements vectors in a three-dimensional space.

Instance of this class are guaranteed to be immutable.

Since:1.2
/** * This class implements vectors in a three-dimensional space. * <p>Instance of this class are guaranteed to be immutable.</p> * @since 1.2 */
public class Vector3D implements Serializable, Vector<Euclidean3D> {
Null vector (coordinates: 0, 0, 0).
/** Null vector (coordinates: 0, 0, 0). */
public static final Vector3D ZERO = new Vector3D(0, 0, 0);
First canonical vector (coordinates: 1, 0, 0).
/** First canonical vector (coordinates: 1, 0, 0). */
public static final Vector3D PLUS_I = new Vector3D(1, 0, 0);
Opposite of the first canonical vector (coordinates: -1, 0, 0).
/** Opposite of the first canonical vector (coordinates: -1, 0, 0). */
public static final Vector3D MINUS_I = new Vector3D(-1, 0, 0);
Second canonical vector (coordinates: 0, 1, 0).
/** Second canonical vector (coordinates: 0, 1, 0). */
public static final Vector3D PLUS_J = new Vector3D(0, 1, 0);
Opposite of the second canonical vector (coordinates: 0, -1, 0).
/** Opposite of the second canonical vector (coordinates: 0, -1, 0). */
public static final Vector3D MINUS_J = new Vector3D(0, -1, 0);
Third canonical vector (coordinates: 0, 0, 1).
/** Third canonical vector (coordinates: 0, 0, 1). */
public static final Vector3D PLUS_K = new Vector3D(0, 0, 1);
Opposite of the third canonical vector (coordinates: 0, 0, -1).
/** Opposite of the third canonical vector (coordinates: 0, 0, -1). */
public static final Vector3D MINUS_K = new Vector3D(0, 0, -1); // CHECKSTYLE: stop ConstantName
A vector with all coordinates set to NaN.
/** A vector with all coordinates set to NaN. */
public static final Vector3D NaN = new Vector3D(Double.NaN, Double.NaN, Double.NaN); // CHECKSTYLE: resume ConstantName
A vector with all coordinates set to positive infinity.
/** A vector with all coordinates set to positive infinity. */
public static final Vector3D POSITIVE_INFINITY = new Vector3D(Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY, Double.POSITIVE_INFINITY);
A vector with all coordinates set to negative infinity.
/** A vector with all coordinates set to negative infinity. */
public static final Vector3D NEGATIVE_INFINITY = new Vector3D(Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY, Double.NEGATIVE_INFINITY);
Serializable version identifier.
/** Serializable version identifier. */
private static final long serialVersionUID = 1313493323784566947L;
Abscissa.
/** Abscissa. */
private final double x;
Ordinate.
/** Ordinate. */
private final double y;
Height.
/** Height. */
private final double z;
Simple constructor. Build a vector from its coordinates
Params:
  • x – abscissa
  • y – ordinate
  • z – height
See Also:
/** Simple constructor. * Build a vector from its coordinates * @param x abscissa * @param y ordinate * @param z height * @see #getX() * @see #getY() * @see #getZ() */
public Vector3D(double x, double y, double z) { this.x = x; this.y = y; this.z = z; }
Simple constructor. Build a vector from its coordinates
Params:
  • v – coordinates array
Throws:
See Also:
/** Simple constructor. * Build a vector from its coordinates * @param v coordinates array * @exception DimensionMismatchException if array does not have 3 elements * @see #toArray() */
public Vector3D(double[] v) throws DimensionMismatchException { if (v.length != 3) { throw new DimensionMismatchException(v.length, 3); } this.x = v[0]; this.y = v[1]; this.z = v[2]; }
Simple constructor. Build a vector from its azimuthal coordinates
Params:
  • alpha – azimuth (α) around Z (0 is +X, π/2 is +Y, π is -X and 3π/2 is -Y)
  • delta – elevation (δ) above (XY) plane, from -π/2 to +π/2
See Also:
/** Simple constructor. * Build a vector from its azimuthal coordinates * @param alpha azimuth (&alpha;) around Z * (0 is +X, &pi;/2 is +Y, &pi; is -X and 3&pi;/2 is -Y) * @param delta elevation (&delta;) above (XY) plane, from -&pi;/2 to +&pi;/2 * @see #getAlpha() * @see #getDelta() */
public Vector3D(double alpha, double delta) { double cosDelta = FastMath.cos(delta); this.x = FastMath.cos(alpha) * cosDelta; this.y = FastMath.sin(alpha) * cosDelta; this.z = FastMath.sin(delta); }
Multiplicative constructor Build a vector from another one and a scale factor. The vector built will be a * u
Params:
  • a – scale factor
  • u – base (unscaled) vector
/** Multiplicative constructor * Build a vector from another one and a scale factor. * The vector built will be a * u * @param a scale factor * @param u base (unscaled) vector */
public Vector3D(double a, Vector3D u) { this.x = a * u.x; this.y = a * u.y; this.z = a * u.z; }
Linear constructor Build a vector from two other ones and corresponding scale factors. The vector built will be a1 * u1 + a2 * u2
Params:
  • a1 – first scale factor
  • u1 – first base (unscaled) vector
  • a2 – second scale factor
  • u2 – second base (unscaled) vector
/** Linear constructor * Build a vector from two other ones and corresponding scale factors. * The vector built will be a1 * u1 + a2 * u2 * @param a1 first scale factor * @param u1 first base (unscaled) vector * @param a2 second scale factor * @param u2 second base (unscaled) vector */
public Vector3D(double a1, Vector3D u1, double a2, Vector3D u2) { this.x = MathArrays.linearCombination(a1, u1.x, a2, u2.x); this.y = MathArrays.linearCombination(a1, u1.y, a2, u2.y); this.z = MathArrays.linearCombination(a1, u1.z, a2, u2.z); }
Linear constructor Build a vector from three other ones and corresponding scale factors. The vector built will be a1 * u1 + a2 * u2 + a3 * u3
Params:
  • a1 – first scale factor
  • u1 – first base (unscaled) vector
  • a2 – second scale factor
  • u2 – second base (unscaled) vector
  • a3 – third scale factor
  • u3 – third base (unscaled) vector
/** Linear constructor * Build a vector from three other ones and corresponding scale factors. * The vector built will be a1 * u1 + a2 * u2 + a3 * u3 * @param a1 first scale factor * @param u1 first base (unscaled) vector * @param a2 second scale factor * @param u2 second base (unscaled) vector * @param a3 third scale factor * @param u3 third base (unscaled) vector */
public Vector3D(double a1, Vector3D u1, double a2, Vector3D u2, double a3, Vector3D u3) { this.x = MathArrays.linearCombination(a1, u1.x, a2, u2.x, a3, u3.x); this.y = MathArrays.linearCombination(a1, u1.y, a2, u2.y, a3, u3.y); this.z = MathArrays.linearCombination(a1, u1.z, a2, u2.z, a3, u3.z); }
Linear constructor Build a vector from four other ones and corresponding scale factors. The vector built will be a1 * u1 + a2 * u2 + a3 * u3 + a4 * u4
Params:
  • a1 – first scale factor
  • u1 – first base (unscaled) vector
  • a2 – second scale factor
  • u2 – second base (unscaled) vector
  • a3 – third scale factor
  • u3 – third base (unscaled) vector
  • a4 – fourth scale factor
  • u4 – fourth base (unscaled) vector
/** Linear constructor * Build a vector from four other ones and corresponding scale factors. * The vector built will be a1 * u1 + a2 * u2 + a3 * u3 + a4 * u4 * @param a1 first scale factor * @param u1 first base (unscaled) vector * @param a2 second scale factor * @param u2 second base (unscaled) vector * @param a3 third scale factor * @param u3 third base (unscaled) vector * @param a4 fourth scale factor * @param u4 fourth base (unscaled) vector */
public Vector3D(double a1, Vector3D u1, double a2, Vector3D u2, double a3, Vector3D u3, double a4, Vector3D u4) { this.x = MathArrays.linearCombination(a1, u1.x, a2, u2.x, a3, u3.x, a4, u4.x); this.y = MathArrays.linearCombination(a1, u1.y, a2, u2.y, a3, u3.y, a4, u4.y); this.z = MathArrays.linearCombination(a1, u1.z, a2, u2.z, a3, u3.z, a4, u4.z); }
Get the abscissa of the vector.
See Also:
Returns:abscissa of the vector
/** Get the abscissa of the vector. * @return abscissa of the vector * @see #Vector3D(double, double, double) */
public double getX() { return x; }
Get the ordinate of the vector.
See Also:
Returns:ordinate of the vector
/** Get the ordinate of the vector. * @return ordinate of the vector * @see #Vector3D(double, double, double) */
public double getY() { return y; }
Get the height of the vector.
See Also:
Returns:height of the vector
/** Get the height of the vector. * @return height of the vector * @see #Vector3D(double, double, double) */
public double getZ() { return z; }
Get the vector coordinates as a dimension 3 array.
See Also:
Returns:vector coordinates
/** Get the vector coordinates as a dimension 3 array. * @return vector coordinates * @see #Vector3D(double[]) */
public double[] toArray() { return new double[] { x, y, z }; }
{@inheritDoc}
/** {@inheritDoc} */
public Space getSpace() { return Euclidean3D.getInstance(); }
{@inheritDoc}
/** {@inheritDoc} */
public Vector3D getZero() { return ZERO; }
{@inheritDoc}
/** {@inheritDoc} */
public double getNorm1() { return FastMath.abs(x) + FastMath.abs(y) + FastMath.abs(z); }
{@inheritDoc}
/** {@inheritDoc} */
public double getNorm() { // there are no cancellation problems here, so we use the straightforward formula return FastMath.sqrt (x * x + y * y + z * z); }
{@inheritDoc}
/** {@inheritDoc} */
public double getNormSq() { // there are no cancellation problems here, so we use the straightforward formula return x * x + y * y + z * z; }
{@inheritDoc}
/** {@inheritDoc} */
public double getNormInf() { return FastMath.max(FastMath.max(FastMath.abs(x), FastMath.abs(y)), FastMath.abs(z)); }
Get the azimuth of the vector.
See Also:
Returns:azimuth (α) of the vector, between -π and +π
/** Get the azimuth of the vector. * @return azimuth (&alpha;) of the vector, between -&pi; and +&pi; * @see #Vector3D(double, double) */
public double getAlpha() { return FastMath.atan2(y, x); }
Get the elevation of the vector.
See Also:
Returns:elevation (δ) of the vector, between -π/2 and +π/2
/** Get the elevation of the vector. * @return elevation (&delta;) of the vector, between -&pi;/2 and +&pi;/2 * @see #Vector3D(double, double) */
public double getDelta() { return FastMath.asin(z / getNorm()); }
{@inheritDoc}
/** {@inheritDoc} */
public Vector3D add(final Vector<Euclidean3D> v) { final Vector3D v3 = (Vector3D) v; return new Vector3D(x + v3.x, y + v3.y, z + v3.z); }
{@inheritDoc}
/** {@inheritDoc} */
public Vector3D add(double factor, final Vector<Euclidean3D> v) { return new Vector3D(1, this, factor, (Vector3D) v); }
{@inheritDoc}
/** {@inheritDoc} */
public Vector3D subtract(final Vector<Euclidean3D> v) { final Vector3D v3 = (Vector3D) v; return new Vector3D(x - v3.x, y - v3.y, z - v3.z); }
{@inheritDoc}
/** {@inheritDoc} */
public Vector3D subtract(final double factor, final Vector<Euclidean3D> v) { return new Vector3D(1, this, -factor, (Vector3D) v); }
{@inheritDoc}
/** {@inheritDoc} */
public Vector3D normalize() throws MathArithmeticException { double s = getNorm(); if (s == 0) { throw new MathArithmeticException(LocalizedFormats.CANNOT_NORMALIZE_A_ZERO_NORM_VECTOR); } return scalarMultiply(1 / s); }
Get a vector orthogonal to the instance.

There are an infinite number of normalized vectors orthogonal to the instance. This method picks up one of them almost arbitrarily. It is useful when one needs to compute a reference frame with one of the axes in a predefined direction. The following example shows how to build a frame having the k axis aligned with the known vector u :


  Vector3D k = u.normalize();
  Vector3D i = k.orthogonal();
  Vector3D j = Vector3D.crossProduct(k, i);

Throws:
Returns:a new normalized vector orthogonal to the instance
/** Get a vector orthogonal to the instance. * <p>There are an infinite number of normalized vectors orthogonal * to the instance. This method picks up one of them almost * arbitrarily. It is useful when one needs to compute a reference * frame with one of the axes in a predefined direction. The * following example shows how to build a frame having the k axis * aligned with the known vector u : * <pre><code> * Vector3D k = u.normalize(); * Vector3D i = k.orthogonal(); * Vector3D j = Vector3D.crossProduct(k, i); * </code></pre></p> * @return a new normalized vector orthogonal to the instance * @exception MathArithmeticException if the norm of the instance is null */
public Vector3D orthogonal() throws MathArithmeticException { double threshold = 0.6 * getNorm(); if (threshold == 0) { throw new MathArithmeticException(LocalizedFormats.ZERO_NORM); } if (FastMath.abs(x) <= threshold) { double inverse = 1 / FastMath.sqrt(y * y + z * z); return new Vector3D(0, inverse * z, -inverse * y); } else if (FastMath.abs(y) <= threshold) { double inverse = 1 / FastMath.sqrt(x * x + z * z); return new Vector3D(-inverse * z, 0, inverse * x); } double inverse = 1 / FastMath.sqrt(x * x + y * y); return new Vector3D(inverse * y, -inverse * x, 0); }
Compute the angular separation between two vectors.

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.

Params:
  • v1 – first vector
  • v2 – second vector
Throws:
Returns:angular separation between v1 and v2
/** 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); }
{@inheritDoc}
/** {@inheritDoc} */
public Vector3D negate() { return new Vector3D(-x, -y, -z); }
{@inheritDoc}
/** {@inheritDoc} */
public Vector3D scalarMultiply(double a) { return new Vector3D(a * x, a * y, a * z); }
{@inheritDoc}
/** {@inheritDoc} */
public boolean isNaN() { return Double.isNaN(x) || Double.isNaN(y) || Double.isNaN(z); }
{@inheritDoc}
/** {@inheritDoc} */
public boolean isInfinite() { return !isNaN() && (Double.isInfinite(x) || Double.isInfinite(y) || Double.isInfinite(z)); }
Test for the equality of two 3D vectors.

If all coordinates of two 3D vectors are exactly the same, and none are Double.NaN, the two 3D vectors are considered to be equal.

NaN coordinates are considered to affect globally the vector and be equals to each other - i.e, if either (or all) coordinates of the 3D vector are equal to Double.NaN, the 3D vector is equal to NaN.

Params:
  • other – Object to test for equality to this
Returns:true if two 3D vector objects are equal, false if object is null, not an instance of Vector3D, or not equal to this Vector3D instance
/** * Test for the equality of two 3D vectors. * <p> * If all coordinates of two 3D vectors are exactly the same, and none are * <code>Double.NaN</code>, the two 3D vectors are considered to be equal. * </p> * <p> * <code>NaN</code> coordinates are considered to affect globally the vector * and be equals to each other - i.e, if either (or all) coordinates of the * 3D vector are equal to <code>Double.NaN</code>, the 3D vector is equal to * {@link #NaN}. * </p> * * @param other Object to test for equality to this * @return true if two 3D vector objects are equal, false if * object is null, not an instance of Vector3D, or * not equal to this Vector3D instance * */
@Override public boolean equals(Object other) { if (this == other) { return true; } if (other instanceof Vector3D) { final Vector3D rhs = (Vector3D)other; if (rhs.isNaN()) { return this.isNaN(); } return (x == rhs.x) && (y == rhs.y) && (z == rhs.z); } return false; }
Get a hashCode for the 3D vector.

All NaN values have the same hash code.

Returns:a hash code value for this object
/** * Get a hashCode for the 3D vector. * <p> * All NaN values have the same hash code.</p> * * @return a hash code value for this object */
@Override public int hashCode() { if (isNaN()) { return 642; } return 643 * (164 * MathUtils.hash(x) + 3 * MathUtils.hash(y) + MathUtils.hash(z)); }
{@inheritDoc}

The implementation uses specific multiplication and addition algorithms to preserve accuracy and reduce cancellation effects. It should be very accurate even for nearly orthogonal vectors.

See Also:
/** {@inheritDoc} * <p> * The implementation uses specific multiplication and addition * algorithms to preserve accuracy and reduce cancellation effects. * It should be very accurate even for nearly orthogonal vectors. * </p> * @see MathArrays#linearCombination(double, double, double, double, double, double) */
public double dotProduct(final Vector<Euclidean3D> v) { final Vector3D v3 = (Vector3D) v; return MathArrays.linearCombination(x, v3.x, y, v3.y, z, v3.z); }
Compute the cross-product of the instance with another vector.
Params:
  • v – other vector
Returns:the cross product this ^ v as a new Vector3D
/** Compute the cross-product of the instance with another vector. * @param v other vector * @return the cross product this ^ v as a new Vector3D */
public Vector3D crossProduct(final Vector<Euclidean3D> v) { final Vector3D v3 = (Vector3D) v; return new Vector3D(MathArrays.linearCombination(y, v3.z, -z, v3.y), MathArrays.linearCombination(z, v3.x, -x, v3.z), MathArrays.linearCombination(x, v3.y, -y, v3.x)); }
{@inheritDoc}
/** {@inheritDoc} */
public double distance1(Vector<Euclidean3D> v) { final Vector3D v3 = (Vector3D) v; final double dx = FastMath.abs(v3.x - x); final double dy = FastMath.abs(v3.y - y); final double dz = FastMath.abs(v3.z - z); return dx + dy + dz; }
{@inheritDoc}
/** {@inheritDoc} */
public double distance(Vector<Euclidean3D> v) { return distance((Point<Euclidean3D>) v); }
{@inheritDoc}
/** {@inheritDoc} */
public double distance(Point<Euclidean3D> v) { final Vector3D v3 = (Vector3D) v; final double dx = v3.x - x; final double dy = v3.y - y; final double dz = v3.z - z; return FastMath.sqrt(dx * dx + dy * dy + dz * dz); }
{@inheritDoc}
/** {@inheritDoc} */
public double distanceInf(Vector<Euclidean3D> v) { final Vector3D v3 = (Vector3D) v; final double dx = FastMath.abs(v3.x - x); final double dy = FastMath.abs(v3.y - y); final double dz = FastMath.abs(v3.z - z); return FastMath.max(FastMath.max(dx, dy), dz); }
{@inheritDoc}
/** {@inheritDoc} */
public double distanceSq(Vector<Euclidean3D> v) { final Vector3D v3 = (Vector3D) v; final double dx = v3.x - x; final double dy = v3.y - y; final double dz = v3.z - z; return dx * dx + dy * dy + dz * dz; }
Compute the dot-product of two vectors.
Params:
  • v1 – first vector
  • v2 – second vector
Returns:the dot product v1.v2
/** Compute the dot-product of two vectors. * @param v1 first vector * @param v2 second vector * @return the dot product v1.v2 */
public static double dotProduct(Vector3D v1, Vector3D v2) { return v1.dotProduct(v2); }
Compute the cross-product of two vectors.
Params:
  • v1 – first vector
  • v2 – second vector
Returns:the cross product v1 ^ v2 as a new Vector
/** Compute the cross-product of two vectors. * @param v1 first vector * @param v2 second vector * @return the cross product v1 ^ v2 as a new Vector */
public static Vector3D crossProduct(final Vector3D v1, final Vector3D v2) { return v1.crossProduct(v2); }
Compute the distance between two vectors according to the L1 norm.

Calling this method is equivalent to calling: v1.subtract(v2).getNorm1() except that no intermediate vector is built

Params:
  • v1 – first vector
  • v2 – second vector
Returns:the distance between v1 and v2 according to the L1 norm
/** Compute the distance between two vectors according to the L<sub>1</sub> norm. * <p>Calling this method is equivalent to calling: * <code>v1.subtract(v2).getNorm1()</code> except that no intermediate * vector is built</p> * @param v1 first vector * @param v2 second vector * @return the distance between v1 and v2 according to the L<sub>1</sub> norm */
public static double distance1(Vector3D v1, Vector3D v2) { return v1.distance1(v2); }
Compute the distance between two vectors according to the L2 norm.

Calling this method is equivalent to calling: v1.subtract(v2).getNorm() except that no intermediate vector is built

Params:
  • v1 – first vector
  • v2 – second vector
Returns:the distance between v1 and v2 according to the L2 norm
/** Compute the distance between two vectors according to the L<sub>2</sub> norm. * <p>Calling this method is equivalent to calling: * <code>v1.subtract(v2).getNorm()</code> except that no intermediate * vector is built</p> * @param v1 first vector * @param v2 second vector * @return the distance between v1 and v2 according to the L<sub>2</sub> norm */
public static double distance(Vector3D v1, Vector3D v2) { return v1.distance(v2); }
Compute the distance between two vectors according to the L norm.

Calling this method is equivalent to calling: v1.subtract(v2).getNormInf() except that no intermediate vector is built

Params:
  • v1 – first vector
  • v2 – second vector
Returns:the distance between v1 and v2 according to the L norm
/** Compute the distance between two vectors according to the L<sub>&infin;</sub> norm. * <p>Calling this method is equivalent to calling: * <code>v1.subtract(v2).getNormInf()</code> except that no intermediate * vector is built</p> * @param v1 first vector * @param v2 second vector * @return the distance between v1 and v2 according to the L<sub>&infin;</sub> norm */
public static double distanceInf(Vector3D v1, Vector3D v2) { return v1.distanceInf(v2); }
Compute the square of the distance between two vectors.

Calling this method is equivalent to calling: v1.subtract(v2).getNormSq() except that no intermediate vector is built

Params:
  • v1 – first vector
  • v2 – second vector
Returns:the square of the distance between v1 and v2
/** Compute the square of the distance between two vectors. * <p>Calling this method is equivalent to calling: * <code>v1.subtract(v2).getNormSq()</code> except that no intermediate * vector is built</p> * @param v1 first vector * @param v2 second vector * @return the square of the distance between v1 and v2 */
public static double distanceSq(Vector3D v1, Vector3D v2) { return v1.distanceSq(v2); }
Get a string representation of this vector.
Returns:a string representation of this vector
/** Get a string representation of this vector. * @return a string representation of this vector */
@Override public String toString() { return Vector3DFormat.getInstance().format(this); }
{@inheritDoc}
/** {@inheritDoc} */
public String toString(final NumberFormat format) { return new Vector3DFormat(format).format(this); } }