/* * 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 * * 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. */ package org.apache.commons.math3.geometry.euclidean.threed; /** * This enumerates is used to differentiate the semantics of a rotation. * @see Rotation * @since 3.6 */ 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 Apache Commons Math 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; }