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185 lines
6.2 KiB
C++
185 lines
6.2 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkWarpTransform.h
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Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
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All rights reserved.
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See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
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This software is distributed WITHOUT ANY WARRANTY; without even
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the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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PURPOSE. See the above copyright notice for more information.
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=========================================================================*/
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/**
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* @class vtkWarpTransform
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* @brief superclass for nonlinear geometric transformations
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*
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* vtkWarpTransform provides a generic interface for nonlinear
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* warp transformations.
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* @sa
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* vtkThinPlateSplineTransform vtkGridTransform vtkGeneralTransform
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*/
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#ifndef vtkWarpTransform_h
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#define vtkWarpTransform_h
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#include "vtkCommonTransformsModule.h" // For export macro
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#include "vtkAbstractTransform.h"
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class VTKCOMMONTRANSFORMS_EXPORT vtkWarpTransform : public vtkAbstractTransform
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{
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public:
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vtkTypeMacro(vtkWarpTransform,vtkAbstractTransform);
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void PrintSelf(ostream& os, vtkIndent indent) VTK_OVERRIDE;
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/**
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* Invert the transformation. Warp transformations are usually
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* inverted using an iterative technique such as Newton's method.
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* The inverse transform is usually around five or six times as
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* computationally expensive as the forward transform.
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*/
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void Inverse() VTK_OVERRIDE;
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//@{
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/**
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* Get the inverse flag of the transformation. This flag is
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* set to zero when the transformation is first created, and
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* is flipped each time Inverse() is called.
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*/
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vtkGetMacro(InverseFlag,int);
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//@}
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//@{
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/**
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* Set the tolerance for inverse transformation.
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* The default is 0.001.
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*/
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vtkSetMacro(InverseTolerance,double);
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vtkGetMacro(InverseTolerance,double);
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//@}
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//@{
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/**
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* Set the maximum number of iterations for the inverse
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* transformation. The default is 500, but usually only
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* 2 to 5 iterations are used. The inversion method
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* is fairly robust, and it should converge for nearly all smooth
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* transformations that do not fold back on themselves.
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*/
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vtkSetMacro(InverseIterations,int);
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vtkGetMacro(InverseIterations,int);
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//@}
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//@{
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/**
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* This will calculate the transformation without calling Update.
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* Meant for use only within other VTK classes.
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*/
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void InternalTransformPoint(const float in[3], float out[3]) VTK_OVERRIDE;
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void InternalTransformPoint(const double in[3], double out[3]) VTK_OVERRIDE;
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//@}
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//@{
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/**
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* This will calculate the transformation, as well as its derivative
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* without calling Update. Meant for use only within other VTK
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* classes.
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*/
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void InternalTransformDerivative(const float in[3], float out[3],
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float derivative[3][3]) VTK_OVERRIDE;
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void InternalTransformDerivative(const double in[3], double out[3],
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double derivative[3][3]) VTK_OVERRIDE;
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//@}
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//@{
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/**
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* Do not use these methods. They exists only as a work-around for
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* internal templated functions (I really didn't want to make the
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* Forward/Inverse methods public, is there a decent work around
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* for this sort of thing?)
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*/
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void TemplateTransformPoint(const float in[3], float out[3]) {
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this->ForwardTransformPoint(in,out); };
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void TemplateTransformPoint(const double in[3], double out[3]) {
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this->ForwardTransformPoint(in,out); };
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void TemplateTransformPoint(const float in[3], float out[3],
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float derivative[3][3]) {
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this->ForwardTransformDerivative(in,out,derivative); };
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void TemplateTransformPoint(const double in[3], double out[3],
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double derivative[3][3]) {
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this->ForwardTransformDerivative(in,out,derivative); };
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void TemplateTransformInverse(const float in[3], float out[3]) {
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this->InverseTransformPoint(in,out); };
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void TemplateTransformInverse(const double in[3], double out[3]) {
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this->InverseTransformPoint(in,out); };
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void TemplateTransformInverse(const float in[3], float out[3],
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float derivative[3][3]) {
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this->InverseTransformDerivative(in,out,derivative); };
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void TemplateTransformInverse(const double in[3], double out[3],
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double derivative[3][3]) {
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this->InverseTransformDerivative(in,out,derivative); };
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//@}
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protected:
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vtkWarpTransform();
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~vtkWarpTransform() VTK_OVERRIDE;
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//@{
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/**
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* If the InverseFlag is set to 0, then a call to InternalTransformPoint
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* results in a call to ForwardTransformPoint.
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*/
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virtual void ForwardTransformPoint(const float in[3], float out[3]) = 0;
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virtual void ForwardTransformPoint(const double in[3], double out[3]) = 0;
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//@}
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//@{
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/**
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* Calculate the forward transform as well as the derivative.
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*/
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virtual void ForwardTransformDerivative(const float in[3], float out[3],
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float derivative[3][3]) = 0;
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virtual void ForwardTransformDerivative(const double in[3], double out[3],
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double derivative[3][3]) = 0;
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//@}
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//@{
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/**
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* If the InverseFlag is set to 1, then a call to InternalTransformPoint
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* results in a call to InverseTransformPoint. The inverse transformation
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* is calculated from using Newton's method.
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*/
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virtual void InverseTransformPoint(const float in[3], float out[3]);
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virtual void InverseTransformPoint(const double in[3], double out[3]);
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//@}
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//@{
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/**
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* Calculate the inverse transform as well as the derivative of the
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* forward transform (that's correct: the derivative of the
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* forward transform, not of the inverse transform)
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*/
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virtual void InverseTransformDerivative(const float in[3], float out[3],
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float derivative[3][3]);
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virtual void InverseTransformDerivative(const double in[3], double out[3],
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double derivative[3][3]);
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//@}
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int InverseFlag;
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int InverseIterations;
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double InverseTolerance;
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private:
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vtkWarpTransform(const vtkWarpTransform&) VTK_DELETE_FUNCTION;
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void operator=(const vtkWarpTransform&) VTK_DELETE_FUNCTION;
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};
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#endif
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