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nmWTAI-Platform/3rd/VTK7.1/include/vtkMatrix4x4.h

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C

/*=========================================================================
Program: Visualization Toolkit
Module: vtkMatrix4x4.h
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
/**
* @class vtkMatrix4x4
* @brief represent and manipulate 4x4 transformation matrices
*
* vtkMatrix4x4 is a class to represent and manipulate 4x4 matrices.
* Specifically, it is designed to work on 4x4 transformation matrices
* found in 3D rendering using homogeneous coordinates [x y z w].
* Many of the methods take an array of 16 doubles in row-major format.
* Note that OpenGL stores matrices in column-major format, so the matrix
* contents must be transposed when they are moved between OpenGL and VTK.
* @sa
* vtkTransform
*/
#ifndef vtkMatrix4x4_h
#define vtkMatrix4x4_h
#include "vtkCommonMathModule.h" // For export macro
#include "vtkObject.h"
class VTKCOMMONMATH_EXPORT vtkMatrix4x4 : public vtkObject
{
public:
/// The internal data is public for historical reasons. Do not use!
double Element[4][4];
/**
* Construct a 4x4 identity matrix.
*/
static vtkMatrix4x4 *New();
vtkTypeMacro(vtkMatrix4x4,vtkObject);
void PrintSelf(ostream& os, vtkIndent indent) VTK_OVERRIDE;
/**
* Set the elements of the matrix to the same values as the elements
* of the given source matrix.
*/
void DeepCopy(const vtkMatrix4x4 *source)
{vtkMatrix4x4::DeepCopy(*this->Element, source); this->Modified(); }
/**
* Set the elements of the given destination buffer to the same values
* as the elements of the given source matrix.
*/
static void DeepCopy(double destination[16], const vtkMatrix4x4 *source)
{vtkMatrix4x4::DeepCopy(destination, *source->Element); }
/**
* Copies the given source buffer to the given destination buffer.
* The memory ranges must not overlap. Does not affect any matrix.
*/
static void DeepCopy(double destination[16], const double source[16]);
/**
* Non-static member function. Assigns *to* the matrix *from*
* the given elements array.
*/
void DeepCopy(const double elements[16])
{ this->DeepCopy(*this->Element, elements); this->Modified(); }
/**
* Set all of the elements to zero.
*/
void Zero()
{ vtkMatrix4x4::Zero(*this->Element); this->Modified(); }
static void Zero(double elements[16]);
/**
* Set equal to Identity matrix
*/
void Identity()
{ vtkMatrix4x4::Identity(*this->Element); this->Modified();}
static void Identity(double elements[16]);
/**
* Matrix Inversion (adapted from Richard Carling in "Graphics Gems,"
* Academic Press, 1990).
*/
static void Invert(const vtkMatrix4x4 *in, vtkMatrix4x4 *out)
{vtkMatrix4x4::Invert(*in->Element, *out->Element); out->Modified(); }
void Invert()
{ vtkMatrix4x4::Invert(this,this); }
static void Invert(const double inElements[16], double outElements[16]);
/**
* Transpose the matrix and put it into out.
*/
static void Transpose(const vtkMatrix4x4 *in, vtkMatrix4x4 *out)
{vtkMatrix4x4::Transpose(*in->Element, *out->Element); out->Modified(); }
void Transpose()
{ vtkMatrix4x4::Transpose(this,this); }
static void Transpose(const double inElements[16], double outElements[16]);
/**
* Multiply a homogeneous coordinate by this matrix, i.e. out = A*in.
* The in[4] and out[4] can be the same array.
*/
void MultiplyPoint(const float in[4], float out[4])
{vtkMatrix4x4::MultiplyPoint(*this->Element, in, out); }
void MultiplyPoint(const double in[4], double out[4])
{vtkMatrix4x4::MultiplyPoint(*this->Element, in, out); }
static void MultiplyPoint(const double elements[16],
const float in[4], float out[4]);
static void MultiplyPoint(const double elements[16],
const double in[4], double out[4]);
/**
* For use in Java, Python or Tcl. The default MultiplyPoint() uses
* a single-precision point.
*/
float *MultiplyPoint(const float in[4])
{return this->MultiplyFloatPoint(in); }
float *MultiplyFloatPoint(const float in[4])
{this->MultiplyPoint(in,this->FloatPoint); return this->FloatPoint; }
double *MultiplyDoublePoint(const double in[4])
{this->MultiplyPoint(in,this->DoublePoint); return this->DoublePoint; }
//@{
/**
* Multiplies matrices a and b and stores the result in c.
*/
static void Multiply4x4(const vtkMatrix4x4 *a, const vtkMatrix4x4 *b,
vtkMatrix4x4 *c);
static void Multiply4x4(const double a[16], const double b[16],
double c[16]);
//@}
/**
* Compute adjoint of the matrix and put it into out.
*/
void Adjoint(const vtkMatrix4x4 *in, vtkMatrix4x4 *out)
{vtkMatrix4x4::Adjoint(*in->Element, *out->Element);}
static void Adjoint(const double inElements[16], double outElements[16]);
/**
* Compute the determinant of the matrix and return it.
*/
double Determinant() {return vtkMatrix4x4::Determinant(*this->Element);}
static double Determinant(const double elements[16]);
/**
* Sets the element i,j in the matrix.
*/
void SetElement(int i, int j, double value);
/**
* Returns the element i,j from the matrix.
*/
double GetElement(int i, int j) const
{return this->Element[i][j];}
//@{
/**
* Legacy methods. Do not use.
*/
VTK_LEGACY(double *operator[](const unsigned int i));
VTK_LEGACY(const double *operator[](unsigned int i) const);
VTK_LEGACY(void Adjoint(vtkMatrix4x4 &in, vtkMatrix4x4 &out));
VTK_LEGACY(double Determinant(vtkMatrix4x4 &in));
VTK_LEGACY(double Determinant(vtkMatrix4x4 *));
VTK_LEGACY(void Invert(vtkMatrix4x4 &in, vtkMatrix4x4 &out));
VTK_LEGACY(void Transpose(vtkMatrix4x4 &in, vtkMatrix4x4 &out));
VTK_LEGACY(static void PointMultiply(const double [16],
const float [4], float [4]));
VTK_LEGACY(static void PointMultiply(const double [16],
const double [4], double [4]));
//@}
protected:
vtkMatrix4x4() { vtkMatrix4x4::Identity(*this->Element); };
~vtkMatrix4x4() VTK_OVERRIDE {}
float FloatPoint[4];
double DoublePoint[4];
private:
vtkMatrix4x4(const vtkMatrix4x4&) VTK_DELETE_FUNCTION;
void operator= (const vtkMatrix4x4&) VTK_DELETE_FUNCTION;
};
//----------------------------------------------------------------------------
// Multiplies matrices a and b and stores the result in c.
inline void vtkMatrix4x4::Multiply4x4(const double a[16], const double b[16],
double c[16])
{
double tmp[16];
for (int i = 0; i < 16; i += 4)
{
for (int j = 0; j < 4; j++)
{
tmp[i + j] = a[i + 0] * b[j + 0] +
a[i + 1] * b[j + 4] +
a[i + 2] * b[j + 8] +
a[i + 3] * b[j + 12];
}
}
for (int k = 0; k < 16; k++)
{
c[k] = tmp[k];
}
}
//----------------------------------------------------------------------------
inline void vtkMatrix4x4::Multiply4x4(
const vtkMatrix4x4 *a, const vtkMatrix4x4 *b, vtkMatrix4x4 *c)
{
vtkMatrix4x4::Multiply4x4(*a->Element, *b->Element, *c->Element);
}
//----------------------------------------------------------------------------
inline void vtkMatrix4x4::SetElement(int i, int j, double value)
{
if (this->Element[i][j] != value)
{
this->Element[i][j] = value;
this->Modified();
}
}
#endif