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/*
* 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.geometry.euclidean.threed.rotation;
import java.util.Arrays;
import java.util.Objects;
import org.apache.commons.numbers.core.Precision;
/** <p>
* Class representing a sequence of axis-angle rotations. These types of
* rotations are commonly called <em>Euler angles</em>, <em>Tait-Bryan angles</em>,
* or <em>Cardan angles</em> depending on the properties of the rotation sequence and
* the particular use case. A sequence of three rotations around at least two different
* axes is sufficient to represent any rotation or orientation in 3 dimensional space.
* However, in order to unambiguously represent the rotation, the following information
* must be provided along with the rotation angles:
* <ul>
* <li><strong>Axis sequence</strong> - The axes that the rotation angles are associated with and
* in what order they occur.
* </li>
* <li><strong>Reference frame</strong> - The reference frame used to define the position of the rotation
* axes. This can either be <em>relative (intrinsic)</em> or <em>absolute (extrinsic)</em>. A relative
* reference frame defines the rotation axes from the point of view of the "thing" being rotated.
* Thus, each rotation after the first occurs around an axis that very well may have been
* moved from its original position by a previous rotation. A good example of this is an
* airplane: the pilot steps through a sequence of rotations, each time moving the airplane
* around its own up/down, left/right, and front/back axes, regardless of how the airplane
* is oriented at the time. In contrast, an absolute reference frame is fixed and does not
* move with each rotation.
* </li>
* <li><strong>Rotation direction</strong> - This defines the rotation direction that angles are measured in.
* This library uses <em>right-handed rotations</em> exclusively. This means that the direction of rotation
* around an axis is the same as the curl of one's fingers when the right hand is placed on the axis
* with the thumb pointing in the axis direction.
* </li>
* </ul>
*
* <p>
* Computations involving multiple rotations are generally very complicated when using axis-angle sequences. Therefore, it is recommended
* to only use this class to represent angles and orientations when needed in this form, and to use {@link QuaternionRotation}
* for everything else. Quaternions are much easier to work with and avoid many of the problems of axis-angle sequence representations,
* such as <a href="https://en.wikipedia.org/wiki/Gimbal_lock">gimbal lock</a>.
* </p>
*
* @see <a href="https://en.wikipedia.org/wiki/Euler_angles">Euler Angles</a>
* @see QuaternionRotation
*/
public final class AxisAngleSequence {
/** Reference frame for defining axis positions. */
private final AxisReferenceFrame referenceFrame;
/** Axis sequence. */
private final AxisSequence axisSequence;
/** Angle around the first rotation axis, in radians. */
private final double angle1;
/** Angle around the second rotation axis, in radians. */
private final double angle2;
/** Angle around the third rotation axis, in radians. */
private final double angle3;
/** Construct an instance from its component parts.
* @param referenceFrame the axis reference frame
* @param axisSequence the axis rotation sequence
* @param angle1 angle around the first axis in radians
* @param angle2 angle around the second axis in radians
* @param angle3 angle around the third axis in radians
*/
public AxisAngleSequence(final AxisReferenceFrame referenceFrame, final AxisSequence axisSequence,
final double angle1, final double angle2, final double angle3) {
this.referenceFrame = referenceFrame;
this.axisSequence = axisSequence;
this.angle1 = angle1;
this.angle2 = angle2;
this.angle3 = angle3;
}
/** Get the axis reference frame. This defines the position of the rotation axes.
* @return the axis reference frame
*/
public AxisReferenceFrame getReferenceFrame() {
return referenceFrame;
}
/** Get the rotation axis sequence.
* @return the rotation axis sequence
*/
public AxisSequence getAxisSequence() {
return axisSequence;
}
/** Get the angle of rotation around the first axis, in radians.
* @return angle of rotation around the first axis, in radians
*/
public double getAngle1() {
return angle1;
}
/** Get the angle of rotation around the second axis, in radians.
* @return angle of rotation around the second axis, in radians
*/
public double getAngle2() {
return angle2;
}
/** Get the angle of rotation around the thrid axis, in radians.
* @return angle of rotation around the thrid axis, in radians
*/
public double getAngle3() {
return angle3;
}
/** Get the rotation angles as a 3-element array.
* @return an array containing the 3 rotation angles
*/
public double[] getAngles() {
return new double[]{angle1, angle2, angle3};
}
/** {@inheritDoc} */
@Override
public int hashCode() {
return 107 * (199 * Objects.hash(referenceFrame, axisSequence)) +
(7 * Double.hashCode(angle1)) +
(11 * Double.hashCode(angle2)) +
(19 * Double.hashCode(angle3));
}
/** {@inheritDoc} */
@Override
public boolean equals(Object obj) {
if (this == obj) {
return true;
}
if (!(obj instanceof AxisAngleSequence)) {
return false;
}
final AxisAngleSequence other = (AxisAngleSequence) obj;
return this.referenceFrame == other.referenceFrame &&
this.axisSequence == other.axisSequence &&
Precision.equals(this.angle1, other.angle1) &&
Precision.equals(this.angle2, other.angle2) &&
Precision.equals(this.angle3, other.angle3);
}
/** {@inheritDoc} */
@Override
public String toString() {
final StringBuilder sb = new StringBuilder();
sb.append(this.getClass().getSimpleName())
.append("[referenceFrame=")
.append(referenceFrame)
.append(", axisSequence=")
.append(axisSequence)
.append(", angles=")
.append(Arrays.toString(getAngles()))
.append(']');
return sb.toString();
}
/** Create a new instance with a reference frame of {@link AxisReferenceFrame#RELATIVE}.
* @param axisSequence the axis rotation sequence
* @param angle1 angle around the first axis in radians
* @param angle2 angle around the second axis in radians
* @param angle3 angle around the third axis in radians
* @return a new instance with a relative reference frame
*/
public static AxisAngleSequence createRelative(final AxisSequence axisSequence, final double angle1,
final double angle2, final double angle3) {
return new AxisAngleSequence(AxisReferenceFrame.RELATIVE, axisSequence, angle1, angle2, angle3);
}
/** Create a new instance with a reference frame of {@link AxisReferenceFrame#ABSOLUTE}.
* @param axisSequence the axis rotation sequence
* @param angle1 angle around the first axis in radians
* @param angle2 angle around the second axis in radians
* @param angle3 angle around the third axis in radians
* @return a new instance with an absolute reference frame
*/
public static AxisAngleSequence createAbsolute(final AxisSequence axisSequence, final double angle1,
final double angle2, final double angle3) {
return new AxisAngleSequence(AxisReferenceFrame.ABSOLUTE, axisSequence, angle1, angle2, angle3);
}
}