zucna4 should probably define an semi-axis/ray of reference, 'down' which an observer would look and thereby around which they would interpret the relevant curling/winding (projected onto a plane if necessary) to be counterclockwise. The observer would be looking originward/antiparallel and colinearly along the said ray. The choice of reference rays (either by choice of origin in multidimensional space or by the direction of the ray).
The winding need not be confined to a plane so long as, along a given segment (interval in parameter space), the winding be partially counterclockwise (when projected into a local plane to which the reference ray is normal and with which the reference ray has non-empty intersection); the winding may simultaneously form a path in the rest of space. For example, a narwhal tusk has helical grooves which are left-handed (dutso) according to the reference ray which is colinear with the axis of the tusk, originating in its gums at the base of the tusk, and pointing toward and beyond the tip of the tusk; thus, the grooves form a clockwise (dutso) winding according to the aforementioned reference ray (or a zucna one from an antiparallel colinear ('negative') ray thereto) but are linearly arranged in any plane which contains that ray in full (consider cylindrical coördinates). However, other objects, such as spaghetti may be zucna in one reference frame while being more convoluted in another, possibly even being dutso in others which are not trivial negations and shifts of the former (especially in higher-dimensional spaces), or alternating between winding directions in any given frame of reference according to the value of the parameter or scale of observation (for example: a tight microscopically left-handed helix can be looped around at a larger scale so as to have its whole body form a macroscopically right-handed helix). All of these factors, particularly scale and level of abstraction must be considered in an encapsulated by any explicitly complete description filling zucna4; however, often such things will be pragmatically unnecessary.
Curling/winding can be abstracted to motion, vector fields, configurations, vectorial cross-products, etc. Anything which may be considered right-handed is zucna in some sense and from some 'perspective' zucna4.
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