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comparison libs/commons-math-2.1/docs/userguide/geometry.html @ 10:5f2c5fb36e93
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119 <strong>3D Geometry</strong> | |
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149 <div class="section"><h2><a name="a11_Geometry"></a>11 Geometry</h2> | |
150 <div class="section"><h3><a name="a11.1_Overview"></a>11.1 Overview</h3> | |
151 <p> | |
152 The geometry package provides classes useful for many physical simulations | |
153 in the real 3D space, namely vectors and rotations. | |
154 </p> | |
155 </div> | |
156 <div class="section"><h3><a name="a11.2_Vectors"></a>11.2 Vectors</h3> | |
157 <p><a href="../apidocs/org/apache/commons/math/geometry/Vector3D.html"> | |
158 org.apache.commons.math.geometry.Vector3D</a> provides a simple vector | |
159 type. One important feature is that instances of this class are guaranteed | |
160 to be immutable, this greatly simplifies modelling dynamical systems | |
161 with changing states: once a vector has been computed, a reference to it | |
162 is known to preserve its state as long as the reference itself is preserved. | |
163 </p> | |
164 <p> | |
165 Numerous constructors are available to create vectors. In addition to the | |
166 straightforward cartesian coordinates constructor, a constructor using | |
167 azimuthal coordinates can build normalized vectors and linear constructors | |
168 from one, two, three or four base vectors are also available. Constants have | |
169 been defined for the most commons vectors (plus and minus canonical axes, | |
170 null vector, and special vectors with infinite or NaN coordinates). | |
171 </p> | |
172 <p> | |
173 The generic vectorial space operations are available including dot product, | |
174 normalization, orthogonal vector finding and angular separation computation | |
175 which have a specific meaning in 3D. The 3D geometry specific cross product | |
176 is of course also implemented. | |
177 </p> | |
178 <p><a href="../apidocs/org/apache/commons/math/geometry/Vector3DFormat.html"> | |
179 org.apache.commons.math.geometry.Vector3DFormat</a> is a specialized format | |
180 for formatting output or parsing input with text representation of 3D vectors. | |
181 </p> | |
182 </div> | |
183 <div class="section"><h3><a name="a11.3_Rotations"></a>11.3 Rotations</h3> | |
184 <p><a href="../apidocs/org/apache/commons/math/geometry/Rotation.html"> | |
185 org.apache.commons.math.geometry.Rotation</a> represents 3D rotations. | |
186 Rotation instances are also immutable objects, as Vector3D instances. | |
187 </p> | |
188 <p> | |
189 Rotations can be represented by several different mathematical | |
190 entities (matrices, axe and angle, Cardan or Euler angles, | |
191 quaternions). This class presents a higher level abstraction, more | |
192 user-oriented and hiding implementation details. Well, for the | |
193 curious, we use quaternions for the internal representation. The user | |
194 can build a rotation from any of these representations, and any of | |
195 these representations can be retrieved from a <code>Rotation</code> | |
196 instance (see the various constructors and getters). In addition, a | |
197 rotation can also be built implicitely from a set of vectors and their | |
198 image. | |
199 </p> | |
200 <p> | |
201 This implies that this class can be used to convert from one | |
202 representation to another one. For example, converting a rotation | |
203 matrix into a set of Cardan angles can be done using the | |
204 following single line of code: | |
205 </p> | |
206 <div class="source"><pre>double[] angles = new Rotation(matrix, 1.0e-10).getAngles(RotationOrder.XYZ);</pre> | |
207 </div> | |
208 <p> | |
209 Focus is oriented on what a rotation <em>does</em> rather than on its | |
210 underlying representation. Once it has been built, and regardless of | |
211 its internal representation, a rotation is an <em>operator</em> which | |
212 basically transforms three dimensional vectors into other three | |
213 dimensional vectors. Depending on the application, the meaning of | |
214 these vectors may vary as well as the semantics of the rotation. | |
215 </p> | |
216 <p> | |
217 For example in a spacecraft attitude simulation tool, users will | |
218 often consider the vectors are fixed (say the Earth direction for | |
219 example) and the rotation transforms the coordinates coordinates of | |
220 this vector in inertial frame into the coordinates of the same vector | |
221 in satellite frame. In this case, the rotation implicitly defines the | |
222 relation between the two frames (we have fixed vectors and moving frame). | |
223 Another example could be a telescope control application, where the | |
224 rotation would transform the sighting direction at rest into the desired | |
225 observing direction when the telescope is pointed towards an object of | |
226 interest. In this case the rotation transforms the direction at rest in | |
227 a topocentric frame into the sighting direction in the same topocentric | |
228 frame (we have moving vectors in fixed frame). In many case, both | |
229 approaches will be combined, in our telescope example, we will probably | |
230 also need to transform the observing direction in the topocentric frame | |
231 into the observing direction in inertial frame taking into account the | |
232 observatory location and the Earth rotation. | |
233 </p> | |
234 <p> | |
235 These examples show that a rotation means what the user wants it to | |
236 mean, so this class does not push the user towards one specific | |
237 definition and hence does not provide methods like | |
238 <code>projectVectorIntoDestinationFrame</code> or | |
239 <code>computeTransformedDirection</code>. It provides simpler and more | |
240 generic methods: <code>applyTo(Vector3D)</code> and | |
241 <code>applyInverseTo(Vector3D)</code>. | |
242 </p> | |
243 <p> | |
244 Since a rotation is basically a vectorial operator, several | |
245 rotations can be composed together and the composite operation | |
246 <code>r = r<sub>1</sub> o r<sub>2</sub></code> (which means that for each | |
247 vector <code>u</code>, <code>r(u) = r<sub>1</sub>(r<sub>2</sub>(u))</code>) | |
248 is also a rotation. Hence we can consider that in addition to vectors, a | |
249 rotation can be applied to other rotations as well (or to itself). With our | |
250 previous notations, we would say we can apply <code>r<sub>1</sub></code> to | |
251 <code>r<sub>2</sub></code> and the result we get is <code>r = | |
252 r<sub>1</sub> o r<sub>2</sub></code>. For this purpose, the class | |
253 provides the methods: <code>applyTo(Rotation)</code> and | |
254 <code>applyInverseTo(Rotation)</code>. | |
255 </p> | |
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