RotationConvention.java
- /*
- * 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
- *
- * https://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.
- */
- /*
- * This is not the original file distributed by the Apache Software Foundation
- * It has been modified by the Hipparchus project
- */
- package org.hipparchus.geometry.euclidean.threed;
- /**
- * This enumerates is used to differentiate the semantics of a rotation.
- * @see Rotation
- */
- public enum RotationConvention {
- /** Constant for rotation that have the semantics of a vector operator.
- * <p>
- * According to this convention, the rotation moves vectors with respect
- * to a fixed reference frame.
- * </p>
- * <p>
- * This means that if we define rotation r is a 90 degrees rotation around
- * the Z axis, the image of vector {@link Vector3D#PLUS_I} would be
- * {@link Vector3D#PLUS_J}, the image of vector {@link Vector3D#PLUS_J}
- * would be {@link Vector3D#MINUS_I}, the image of vector {@link Vector3D#PLUS_K}
- * would be {@link Vector3D#PLUS_K}, and the image of vector with coordinates (1, 2, 3)
- * would be vector (-2, 1, 3). This means that the vector rotates counterclockwise.
- * </p>
- * <p>
- * This convention was the only one supported by Hipparchus up to version 3.5.
- * </p>
- * <p>
- * The difference with {@link #FRAME_TRANSFORM} is only the semantics of the sign
- * of the angle. It is always possible to create or use a rotation using either
- * convention to really represent a rotation that would have been best created or
- * used with the other convention, by changing accordingly the sign of the
- * rotation angle. This is how things were done up to version 3.5.
- * </p>
- */
- VECTOR_OPERATOR,
- /** Constant for rotation that have the semantics of a frame conversion.
- * <p>
- * According to this convention, the rotation considered vectors to be fixed,
- * but their coordinates change as they are converted from an initial frame to
- * a destination frame rotated with respect to the initial frame.
- * </p>
- * <p>
- * This means that if we define rotation r is a 90 degrees rotation around
- * the Z axis, the image of vector {@link Vector3D#PLUS_I} would be
- * {@link Vector3D#MINUS_J}, the image of vector {@link Vector3D#PLUS_J}
- * would be {@link Vector3D#PLUS_I}, the image of vector {@link Vector3D#PLUS_K}
- * would be {@link Vector3D#PLUS_K}, and the image of vector with coordinates (1, 2, 3)
- * would be vector (2, -1, 3). This means that the coordinates of the vector rotates
- * clockwise, because they are expressed with respect to a destination frame that is rotated
- * counterclockwise.
- * </p>
- * <p>
- * The difference with {@link #VECTOR_OPERATOR} is only the semantics of the sign
- * of the angle. It is always possible to create or use a rotation using either
- * convention to really represent a rotation that would have been best created or
- * used with the other convention, by changing accordingly the sign of the
- * rotation angle. This is how things were done up to version 3.5.
- * </p>
- */
- FRAME_TRANSFORM
- }