1 /* 2 * Licensed to the Apache Software Foundation (ASF) under one or more 3 * contributor license agreements. See the NOTICE file distributed with 4 * this work for additional information regarding copyright ownership. 5 * The ASF licenses this file to You under the Apache License, Version 2.0 6 * (the "License"); you may not use this file except in compliance with 7 * the License. You may obtain a copy of the License at 8 * 9 * https://www.apache.org/licenses/LICENSE-2.0 10 * 11 * Unless required by applicable law or agreed to in writing, software 12 * distributed under the License is distributed on an "AS IS" BASIS, 13 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 14 * See the License for the specific language governing permissions and 15 * limitations under the License. 16 */ 17 18 /* 19 * This is not the original file distributed by the Apache Software Foundation 20 * It has been modified by the Hipparchus project 21 */ 22 23 package org.hipparchus.geometry.euclidean.threed; 24 25 /** 26 * This enumerates is used to differentiate the semantics of a rotation. 27 * @see Rotation 28 */ 29 public enum RotationConvention { 30 31 /** Constant for rotation that have the semantics of a vector operator. 32 * <p> 33 * According to this convention, the rotation moves vectors with respect 34 * to a fixed reference frame. 35 * </p> 36 * <p> 37 * This means that if we define rotation r is a 90 degrees rotation around 38 * the Z axis, the image of vector {@link Vector3D#PLUS_I} would be 39 * {@link Vector3D#PLUS_J}, the image of vector {@link Vector3D#PLUS_J} 40 * would be {@link Vector3D#MINUS_I}, the image of vector {@link Vector3D#PLUS_K} 41 * would be {@link Vector3D#PLUS_K}, and the image of vector with coordinates (1, 2, 3) 42 * would be vector (-2, 1, 3). This means that the vector rotates counterclockwise. 43 * </p> 44 * <p> 45 * This convention was the only one supported by Hipparchus up to version 3.5. 46 * </p> 47 * <p> 48 * The difference with {@link #FRAME_TRANSFORM} is only the semantics of the sign 49 * of the angle. It is always possible to create or use a rotation using either 50 * convention to really represent a rotation that would have been best created or 51 * used with the other convention, by changing accordingly the sign of the 52 * rotation angle. This is how things were done up to version 3.5. 53 * </p> 54 */ 55 VECTOR_OPERATOR, 56 57 /** Constant for rotation that have the semantics of a frame conversion. 58 * <p> 59 * According to this convention, the rotation considered vectors to be fixed, 60 * but their coordinates change as they are converted from an initial frame to 61 * a destination frame rotated with respect to the initial frame. 62 * </p> 63 * <p> 64 * This means that if we define rotation r is a 90 degrees rotation around 65 * the Z axis, the image of vector {@link Vector3D#PLUS_I} would be 66 * {@link Vector3D#MINUS_J}, the image of vector {@link Vector3D#PLUS_J} 67 * would be {@link Vector3D#PLUS_I}, the image of vector {@link Vector3D#PLUS_K} 68 * would be {@link Vector3D#PLUS_K}, and the image of vector with coordinates (1, 2, 3) 69 * would be vector (2, -1, 3). This means that the coordinates of the vector rotates 70 * clockwise, because they are expressed with respect to a destination frame that is rotated 71 * counterclockwise. 72 * </p> 73 * <p> 74 * The difference with {@link #VECTOR_OPERATOR} is only the semantics of the sign 75 * of the angle. It is always possible to create or use a rotation using either 76 * convention to really represent a rotation that would have been best created or 77 * used with the other convention, by changing accordingly the sign of the 78 * rotation angle. This is how things were done up to version 3.5. 79 * </p> 80 */ 81 FRAME_TRANSFORM; 82 83 }