Direction.java
/* Copyright 2002-2018 CS Systèmes d'Information
* Licensed to CS Systèmes d'Information (CS) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* CS 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.orekit.models.earth.tessellation;
import org.hipparchus.geometry.euclidean.threed.Vector3D;
/** Enumerate for neighboring directions in a {@link Mesh}.
* @author Luc Maisonobe
*/
enum Direction {
/** Along tile in the plus direction. */
PLUS_ALONG() {
/** {@inheritDoc} */
@Override
public Direction next() {
return PLUS_ACROSS;
}
/** {@inheritDoc} */
@Override
public int neighborAlongIndex(final Mesh.Node base) {
return base.getAlongIndex() + 1;
}
/** {@inheritDoc} */
@Override
public Vector3D motion(final Mesh.Node base,
final double alongDistance, final double acrossDistance) {
return new Vector3D(alongDistance, base.getAlong());
}
},
/** Along tile in the minus direction. */
MINUS_ALONG() {
/** {@inheritDoc} */
@Override
public Direction next() {
return MINUS_ACROSS;
}
/** {@inheritDoc} */
@Override
public int neighborAlongIndex(final Mesh.Node base) {
return base.getAlongIndex() - 1;
}
/** {@inheritDoc} */
@Override
public Vector3D motion(final Mesh.Node base,
final double alongDistance, final double acrossDistance) {
return new Vector3D(-alongDistance, base.getAlong());
}
},
/** Across tile in the plus direction. */
PLUS_ACROSS() {
/** {@inheritDoc} */
@Override
public Direction next() {
return MINUS_ALONG;
}
/** {@inheritDoc} */
@Override
public int neighborAcrossIndex(final Mesh.Node base) {
return base.getAcrossIndex() + 1;
}
/** {@inheritDoc} */
@Override
public Vector3D motion(final Mesh.Node base,
final double alongDistance, final double acrossDistance) {
return new Vector3D(acrossDistance, base.getAcross());
}
},
/** Across tile in the minus direction. */
MINUS_ACROSS() {
/** {@inheritDoc} */
@Override
public Direction next() {
return PLUS_ALONG;
}
/** {@inheritDoc} */
@Override
public int neighborAcrossIndex(final Mesh.Node base) {
return base.getAcrossIndex() - 1;
}
/** {@inheritDoc} */
@Override
public Vector3D motion(final Mesh.Node base,
final double alongDistance, final double acrossDistance) {
return new Vector3D(-acrossDistance, base.getAcross());
}
};
/** Get the next direction in counterclockwise order.
* @return next direction
*/
public abstract Direction next();
/** Get the along index of neighbor.
* @param base base node
* @return along index of neighbor node
*/
public int neighborAlongIndex(final Mesh.Node base) {
return base.getAlongIndex();
}
/** Get the across index of neighbor.
* @param base base node
* @return across index of neighbor node
*/
public int neighborAcrossIndex(final Mesh.Node base) {
return base.getAcrossIndex();
}
/** Get the motion towards neighbor.
* @param base base node
* @param alongDistance distance for along tile motions
* @param acrossDistance distance for across tile motions
* @return motion towards neighbor
*/
public abstract Vector3D motion(Mesh.Node base, double alongDistance, double acrossDistance);
}