Fixed some typos, minor edits.
git-svn-id: https://svn.apache.org/repos/asf/jakarta/commons/proper/math/trunk@537703 13f79535-47bb-0310-9956-ffa450edef68
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<a href="../apidocs/org/apache/commons/math/geometry/Vector3D.html">
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<a href="../apidocs/org/apache/commons/math/geometry/Vector3D.html">
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org.apache.commons.math.geometry.Vector3D</a> provides a simple vector
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org.apache.commons.math.geometry.Vector3D</a> provides a simple vector
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type. One important feature is that instances of this class are guaranteed
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type. One important feature is that instances of this class are guaranteed
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to be immutable, this greatly simplifies modelization of dynamical systems
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to be immutable, this greatly simplifies modelling dynamical systems
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with changing states: once a vector has been computed, a reference to it
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with changing states: once a vector has been computed, a reference to it
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is known to preserve its state as long as the reference itself is preserved.
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is known to preserve its state as long as the reference itself is preserved.
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</p>
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</p>
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<p>
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<p>
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Rotations can be represented by several different mathematical
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Rotations can be represented by several different mathematical
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entities (matrices, axe and angle, Cardan or Euler angles,
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entities (matrices, axe and angle, Cardan or Euler angles,
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quaternions). This class presents an higher level abstraction, more
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quaternions). This class presents a higher level abstraction, more
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user-oriented and hiding this implementation details. Well, for the
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user-oriented and hiding implementation details. Well, for the
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curious, we use quaternions for the internal representation. The user
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curious, we use quaternions for the internal representation. The user
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can build a rotation from any of these representations, and any of
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can build a rotation from any of these representations, and any of
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these representations can be retrieved from a <code>Rotation</code>
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these representations can be retrieved from a <code>Rotation</code>
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</p>
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</p>
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<source>double[] angles = new Rotation(matrix, 1.0e-10).getAngles(RotationOrder.XYZ);</source>
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<source>double[] angles = new Rotation(matrix, 1.0e-10).getAngles(RotationOrder.XYZ);</source>
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<p>
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<p>
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Focus is oriented on what a rotation <em>do</em> rather than on its
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Focus is oriented on what a rotation <em>does</em> rather than on its
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underlying representation. Once it has been built, and regardless of
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underlying representation. Once it has been built, and regardless of
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its internal representation, a rotation is an <em>operator</em> which
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its internal representation, a rotation is an <em>operator</em> which
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basically transforms three dimensional vectors into other three
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basically transforms three dimensional vectors into other three
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often consider the vectors are fixed (say the Earth direction for
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often consider the vectors are fixed (say the Earth direction for
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example) and the rotation transforms the coordinates coordinates of
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example) and the rotation transforms the coordinates coordinates of
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this vector in inertial frame into the coordinates of the same vector
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this vector in inertial frame into the coordinates of the same vector
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in satellite frame. In this case, the rotation implicitely defines the
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in satellite frame. In this case, the rotation implicitly defines the
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relation between the two frames (we have fixed vectors and moving frame).
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relation between the two frames (we have fixed vectors and moving frame).
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Another example could be a telescope control application, where the
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Another example could be a telescope control application, where the
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rotation would transform the sighting direction at rest into the desired
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rotation would transform the sighting direction at rest into the desired
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