From cb2361607c8a778262e61f1911e1f066cc75f6f6 Mon Sep 17 00:00:00 2001 From: Don Brutzman <brutzman@nps.edu> Date: Tue, 13 Oct 2020 16:46:13 -0700 Subject: [PATCH] javadoc entries --- .../moves/spatial/EntityBodyCoordinates.java | 20 +++--- .../nps/moves/spatial/RangeCoordinates.java | 72 +++++++++---------- 2 files changed, 46 insertions(+), 46 deletions(-) diff --git a/src/edu/nps/moves/spatial/EntityBodyCoordinates.java b/src/edu/nps/moves/spatial/EntityBodyCoordinates.java index c225502699..92e3126971 100644 --- a/src/edu/nps/moves/spatial/EntityBodyCoordinates.java +++ b/src/edu/nps/moves/spatial/EntityBodyCoordinates.java @@ -32,16 +32,16 @@ public class EntityBodyCoordinates /** Create a new lococentric Euclidean reference frame embedded in a parent SRF. * The origin of the lococentric coordinate system is specified, along with * two unit vectors, parallel to the u and v axes. - * @param parentSRF - * @param x - * @param y - * @param z - * @param primaryDirectionX - * @param primaryDirectionY - * @param primaryDirectionZ - * @param secondaryDirectionX - * @param secondaryDirectionY - * @param secondaryDirectionZ + * @param parentSRF parent spatial reference frame + * @param x parent lococenter, x coordinate + * @param y parent lococenter, y coordinate + * @param z parent lococenter, z coordinate + * @param primaryDirectionX unit vector parallel to u axis, x coordinate + * @param primaryDirectionY unit vector parallel to u axis, y coordinate + * @param primaryDirectionZ unit vector parallel to u axis, z coordinate + * @param secondaryDirectionX unit vector parallel to v axis, x coordinate + * @param secondaryDirectionY unit vector parallel to v axis, y coordinate + * @param secondaryDirectionZ unit vector parallel to v axis, z coordinate */ public EntityBodyCoordinates(BaseSRF_3D parentSRF, float x, float y, float z, // lococenter, in parent SRF diff --git a/src/edu/nps/moves/spatial/RangeCoordinates.java b/src/edu/nps/moves/spatial/RangeCoordinates.java index 7f01838258..be53505b6c 100644 --- a/src/edu/nps/moves/spatial/RangeCoordinates.java +++ b/src/edu/nps/moves/spatial/RangeCoordinates.java @@ -5,44 +5,44 @@ import edu.nps.moves.dis7.pdus.LiveEntityOrientation; import edu.nps.moves.dis7.pdus.Vector3Double; /** - * Represents a local, flat range area with Euclidean coordinates, which is + * <p>Represents a local, flat range area with Euclidean coordinates, which is * convenient for somewhat small simulated areas. This class assumes a local, * flat, coordinate system with an origin at (lat, lon, altitude) and positive X * pointing local east, positive Y pointing local north, and positive Z pointing * up. Specified in WGS_84 geodesic coordinate system. Altitude is distance - * above the ellipsoid.<p> + * above the ellipsoid.</p> * - * The coordinate system has its origin at the given (lat, lon) and creates a - * plane tangent and normal to the ellipsoid at that point. <p> + * <p>The coordinate system has its origin at the given (lat, lon) and creates a + * plane tangent and normal to the ellipsoid at that point. </p> * - * There are several major reference frames that may be useful in various contexts:<p> + * <p>There are several major reference frames that may be useful in various contexts:</p> * - * Geocentric: Origin at the center of the earth. Positive X out at the intersection - * of the equator and prime meridian, Y out at 90 deg east lon, and Z up through - * the north pole. This is the coordinate system used by DIS world coordinates.<p> + * <p>Geocentric: Origin at the center of the earth. Positive X out at the intersection + * of the equator and prime meridian, Y out at 90 degrees east lon, and Z up through + * the north pole. This is the coordinate system used by DIS world coordinates.</p> * - * Geodetic: The coordinate system uses lat/lon/altitude. This is handy for positioning + * <p>Geodetic: The coordinate system uses lat/lon/altitude. This is handy for positioning * an object on the earth (or close to it) but not so handy for describing things - * like velocity.<p> + * like velocity.</p> * - * Local Tangent Surface Euclidean (LTSE): Pick a lat/lon/altitude, and then at + * <p>Local Tangent Surface Euclidean (LTSE): Pick a lat/lon/altitude, and then at * that point you can define a single plane normal and tangent to the globe. Positive X points * local east, positive Y points local north, and positive Z points local up. This * is handy for describing the position of an object in, for example, a range of * somewhat small dimensions, perhaps 20KM X 20KM, where we don't want to get sucked - * into the whole curved earth scene and just want to be simple.<p> + * into the whole curved earth scene and just want to be simple.</p> * - * Body Centric/Lococentric/Platform-centric: The origin is at the volumentric center + * <p>Body Centric/Lococentric/Platform-centric: The origin is at the volumetric center * of an entity (in DIS); Positive * x points out the long axis, positive Y points to the right, and positive Z points * down. This is widely used to describe (roll, pitch, yaw) in aircraft. Note that you * need a transform from (for example) the LTSE to body coordinates to define the * position of the body axis origin and orientation WRT the LTSE origin. Note that * the direction of the Z axis is the opposite of that used by LTSE. The axes are - * often named (u,v,w) in this frame of reference. <p> + * often named (u,v,w) in this frame of reference. </p> * - * We can also convert between these coordinate systems using standard libraries - * in the SRM. <p> + * <p>We can also convert between these coordinate systems using standard libraries + * in the SRM. </p> * * See User’s Manual for SRM Orientation, Velocity, and Acceleration * Transformations Version 2.0, 18 Nov 2009, available with the @@ -63,7 +63,7 @@ public class RangeCoordinates * at the center of of the earth. Coordinates, in (x, y, z), in meters. This * is the reference frame used by many DIS fields on the wire. The technical * term for this would be geocentric. Z is through the north pole, x out - * the prime meridian at the equator, and y out the equator at 90 deg east. + * the prime meridian at the equator, and y out the equator at 90 degrees east. */ SRF_Celestiocentric disCoordinateReferenceFrame; @@ -89,9 +89,9 @@ public class RangeCoordinates double altitudeOrigin; /** - * Constructor for a local flat coordinate system. Takes the latitude and + * <p>Constructor for a local flat coordinate system. Takes the latitude and * longitude (in degrees) for WGS_84 and the height above the ellipsoid - * and creates a local, flat coordinate system at that point.<p> + * and creates a local, flat coordinate system at that point.</p> * * @param originLat Origin of the flat local coordinate system, in degrees, latitude * @param originLon Origin of the flat local coordinate system, in degrees, longitude @@ -156,12 +156,12 @@ public class RangeCoordinates /** * Transform from local, flat coordinate system to the DIS coordinate system. - * All units in meters, positive x east, y north, z altitude.<p> + * All units in meters, positive x east, y north, z altitude. * * @param x x coordinate in local, flat coordinate system * @param y y coordinate in meters in local, flat coordinate system * @param z z coordinate, altitude, in meters in local flat coordinate system - * @return + * @return DIS coordinates */ public Vector3Double DISCoordFromLocalFlat(double x, double y, double z) { @@ -200,7 +200,7 @@ public class RangeCoordinates * Changes the world-coordinates vector3double to the local euclidian flat * coordinate system. Overwrites the values in worldCoordinates. * - * @param worldCoordinates + * @param worldCoordinates local euclidian flat coordinates */ public void changeVectorToLocalCoordFromDIS(Vector3Double worldCoordinates) { @@ -215,10 +215,10 @@ public class RangeCoordinates /** * Given DIS coordinates, convert to the local Euclidean plane coordinates. * - * @param x - * @param y - * @param z - * @return + * @param x DIS coordinates x + * @param y DIS coordinates y + * @param z DIS coordinates z + * @return local Euclidean plane coordinates */ public Vector3Double localCoordFromDis(double x, double y, double z) { @@ -252,24 +252,24 @@ public class RangeCoordinates } /** - * Converts a roll, pitch, and heading/yaw in the local flat coordinate system to DIS Euler + * <p>Converts a pitch, roll, and heading/yaw in the local flat coordinate system to DIS Euler * angles. Input orientation is in units of radians.DIS uses Euler angles to describe * the orientation of an object, using an earth-centered coordinate system, with * successive rotations about the original x, y, and z axes. You need to be careful * here because there are all sorts of conventions for "Euler angles" including - * the order in which the axes are rotated about. <p> + * the order in which the axes are rotated about. </p> * - * phi = roll, theta = pitch, psi = yaw/heading<p>, by one popular convention. - * All units are in radians.<p> + * <p>phi = roll, theta = pitch, psi = yaw/heading<p>, by one popular convention. + * All units are in radians.</p> * - * Note that we also need the position of the object in the local coordinate system. + * <p>Note that we also need the position of the object in the local coordinate system. * The DIS Euler angles will vary depending on not just the roll/pitch/heading, * but also where in the local coordinate frame the object is. Also, the pitch/roll/heading - * are in the local coordinate system, NOT the coordinate system of the object.<p> + * are in the local coordinate system, NOT the coordinate system of the object.</p> * - * @param pitchRollHeading - * @param localPosition - * @return + * @param pitchRollHeading pitch, roll, and heading/yaw in local flat coordinate system + * @param localPosition position in local flat coordinate system + * @return live entity orientation */ public LiveEntityOrientation localRollPitchHeadingToDisEuler(LiveEntityOrientation pitchRollHeading, Vector3Double localPosition) @@ -447,7 +447,7 @@ public class RangeCoordinates RangeCoordinates northPole = new RangeCoordinates(0.0, 180.0, 0.0); // north pole northPole.DISCoordFromLocalFlat(0.0, 0.0, 0.0); - // y-axis: equator, 90 deg east. x and z should be near-zero + // y-axis: equator, 90 degrees east. x and z should be near-zero RangeCoordinates yAxis = new RangeCoordinates(90.0, 0.0, 0.0); // y axis yAxis.DISCoordFromLocalFlat(0.0, 0.0, 0.0); -- GitLab