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328 lines
10 KiB
C++
328 lines
10 KiB
C++
/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkMatrix4x4.cxx
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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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#include "vtkMatrix4x4.h"
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#include "vtkMath.h"
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#include "vtkObjectFactory.h"
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#include <cstdlib>
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#include <cmath>
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vtkStandardNewMacro(vtkMatrix4x4);
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//----------------------------------------------------------------------------
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void vtkMatrix4x4::Zero(double elements[16])
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{
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for (int i = 0; i < 16; i++)
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{
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elements[i] = 0.0;
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}
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}
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//----------------------------------------------------------------------------
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void vtkMatrix4x4::Identity(double elements[16])
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{
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elements[0] = elements[5] = elements[10] = elements[15] = 1.0;
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elements[1] = elements[2] = elements[3] = elements[4] =
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elements[6] = elements[7] = elements[8] = elements[9] =
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elements[11] = elements[12] = elements[13] = elements[14] = 0.0;
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}
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//----------------------------------------------------------------------------
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namespace { // Enclose private helper function in anonymous namespace
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template<class T1, class T2, class T3>
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void vtkMatrix4x4MultiplyPoint(T1 elem[16], T2 in[4], T3 out[4])
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{
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T3 v1 = in[0];
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T3 v2 = in[1];
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T3 v3 = in[2];
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T3 v4 = in[3];
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out[0] = v1*elem[0] + v2*elem[1] + v3*elem[2] + v4*elem[3];
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out[1] = v1*elem[4] + v2*elem[5] + v3*elem[6] + v4*elem[7];
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out[2] = v1*elem[8] + v2*elem[9] + v3*elem[10] + v4*elem[11];
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out[3] = v1*elem[12] + v2*elem[13] + v3*elem[14] + v4*elem[15];
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}
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} // End anonymous namespace
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//----------------------------------------------------------------------------
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// Multiply this matrix by a point (in homogeneous coordinates).
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// and return the result in result. The in[4] and result[4]
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// arrays must both be allocated but they can be the same array.
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void vtkMatrix4x4::MultiplyPoint(const double elements[16],
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const float in[4], float result[4])
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{
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vtkMatrix4x4MultiplyPoint(elements, in, result);
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}
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//----------------------------------------------------------------------------
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void vtkMatrix4x4::MultiplyPoint(const double elements[16],
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const double in[4], double result[4])
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{
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vtkMatrix4x4MultiplyPoint(elements, in, result);
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}
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//----------------------------------------------------------------------------
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#ifndef VTK_LEGACY_REMOVE
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double *vtkMatrix4x4::operator[](const unsigned int i)
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{
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VTK_LEGACY_BODY(vtkMatrix4x4::operator[], "VTK 7.0");
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return &(this->Element[i][0]);
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}
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#endif
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//----------------------------------------------------------------------------
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#ifndef VTK_LEGACY_REMOVE
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const double *vtkMatrix4x4::operator[](unsigned int i) const
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{
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VTK_LEGACY_BODY(vtkMatrix4x4::operator[], "VTK 7.0");
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return &(this->Element[i][0]);
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}
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#endif
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//----------------------------------------------------------------------------
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#ifndef VTK_LEGACY_REMOVE
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void vtkMatrix4x4::Adjoint(vtkMatrix4x4 &in, vtkMatrix4x4 &out)
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{
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VTK_LEGACY_BODY(vtkMatrix4x4::Adjoint, "VTK 7.0");
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this->Adjoint(&in, &out);
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}
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#endif
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//----------------------------------------------------------------------------
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#ifndef VTK_LEGACY_REMOVE
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double vtkMatrix4x4::Determinant(vtkMatrix4x4 &in)
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{
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VTK_LEGACY_BODY(vtkMatrix4x4::Determinant, "VTK 7.0");
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return vtkMatrix4x4::Determinant(*in.Element);
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}
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#endif
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//----------------------------------------------------------------------------
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#ifndef VTK_LEGACY_REMOVE
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double vtkMatrix4x4::Determinant(vtkMatrix4x4 *in)
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{
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VTK_LEGACY_BODY(vtkMatrix4x4::Determinant, "VTK 7.0");
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return vtkMatrix4x4::Determinant(*in->Element);
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}
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#endif
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//----------------------------------------------------------------------------
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#ifndef VTK_LEGACY_REMOVE
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void vtkMatrix4x4::Invert(vtkMatrix4x4 &in, vtkMatrix4x4 &out)
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{
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VTK_LEGACY_BODY(vtkMatrix4x4::Invert, "VTK 7.0");
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this->Invert(&in, &out);
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}
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#endif
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//----------------------------------------------------------------------------
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#ifndef VTK_LEGACY_REMOVE
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void vtkMatrix4x4::Transpose(vtkMatrix4x4 &in, vtkMatrix4x4 &out)
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{
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VTK_LEGACY_BODY(vtkMatrix4x4::Transpose, "VTK 7.0");
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this->Transpose(&in, &out);
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}
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#endif
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//----------------------------------------------------------------------------
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#ifndef VTK_LEGACY_REMOVE
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void vtkMatrix4x4::PointMultiply(const double elements[16],
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const float in[4], float result[4])
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{
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VTK_LEGACY_BODY(vtkMatrix4x4::PointMultiply, "VTK 7.0");
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double newElements[16];
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vtkMatrix4x4::Transpose(elements, newElements);
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vtkMatrix4x4::MultiplyPoint(newElements, in, result);
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}
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#endif
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//----------------------------------------------------------------------------
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#ifndef VTK_LEGACY_REMOVE
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void vtkMatrix4x4::PointMultiply(const double elements[16],
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const double in[4], double result[4])
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{
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VTK_LEGACY_BODY(vtkMatrix4x4::PointMultiply, "VTK 7.0");
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double newElements[16];
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vtkMatrix4x4::Transpose(elements, newElements);
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vtkMatrix4x4::MultiplyPoint(newElements, in, result);
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}
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#endif
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//----------------------------------------------------------------------------
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// Matrix Inversion (adapted from Richard Carling in "Graphics Gems,"
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// Academic Press, 1990).
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void vtkMatrix4x4::Invert(const double inElements[16],
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double outElements[16])
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{
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// inverse( original_matrix, inverse_matrix )
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// calculate the inverse of a 4x4 matrix
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//
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// -1
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// A = ___1__ adjoint A
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// det A
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//
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// calculate the 4x4 determinent
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// if the determinent is zero,
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// then the inverse matrix is not unique.
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double det = vtkMatrix4x4::Determinant(inElements);
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if (det == 0.0)
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{
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return;
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}
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// calculate the adjoint matrix
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vtkMatrix4x4::Adjoint(inElements, outElements);
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// scale the adjoint matrix to get the inverse
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for (int i = 0; i < 16; i++)
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{
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outElements[i] /= det;
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}
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}
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//----------------------------------------------------------------------------
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double vtkMatrix4x4::Determinant(const double elem[16])
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{
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double a1, a2, a3, a4, b1, b2, b3, b4, c1, c2, c3, c4, d1, d2, d3, d4;
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// assign to individual variable names to aid selecting
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// correct elements
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a1 = elem[0]; b1 = elem[1]; c1 = elem[2]; d1 = elem[3];
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a2 = elem[4]; b2 = elem[5]; c2 = elem[6]; d2 = elem[7];
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a3 = elem[8]; b3 = elem[9]; c3 = elem[10]; d3 = elem[11];
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a4 = elem[12]; b4 = elem[13]; c4 = elem[14]; d4 = elem[15];
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return a1 * vtkMath::Determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4)
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- b1 * vtkMath::Determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4)
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+ c1 * vtkMath::Determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4)
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- d1 * vtkMath::Determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
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}
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//----------------------------------------------------------------------------
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void vtkMatrix4x4::Adjoint(const double elem[16], double outElem[16])
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{
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//
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// adjoint( original_matrix, inverse_matrix )
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//
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// calculate the adjoint of a 4x4 matrix
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//
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// Let a denote the minor determinant of matrix A obtained by
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// ij
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//
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// deleting the ith row and jth column from A.
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//
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// i+j
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// Let b = (-1) a
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// ij ji
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//
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// The matrix B = (b ) is the adjoint of A
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// ij
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//
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double a1, a2, a3, a4, b1, b2, b3, b4, c1, c2, c3, c4, d1, d2, d3, d4;
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// assign to individual variable names to aid
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// selecting correct values
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a1 = elem[0]; b1 = elem[1]; c1 = elem[2]; d1 = elem[3];
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a2 = elem[4]; b2 = elem[5]; c2 = elem[6]; d2 = elem[7];
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a3 = elem[8]; b3 = elem[9]; c3 = elem[10]; d3 = elem[11];
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a4 = elem[12]; b4 = elem[13]; c4 = elem[14]; d4 = elem[15];
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// row column labeling reversed since we transpose rows & columns
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outElem[0] =
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vtkMath::Determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4);
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outElem[4] =
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- vtkMath::Determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4);
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outElem[8] =
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vtkMath::Determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4);
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outElem[12] =
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- vtkMath::Determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
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outElem[1] =
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- vtkMath::Determinant3x3(b1, b3, b4, c1, c3, c4, d1, d3, d4);
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outElem[5] =
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vtkMath::Determinant3x3(a1, a3, a4, c1, c3, c4, d1, d3, d4);
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outElem[9] =
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- vtkMath::Determinant3x3(a1, a3, a4, b1, b3, b4, d1, d3, d4);
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outElem[13] =
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vtkMath::Determinant3x3(a1, a3, a4, b1, b3, b4, c1, c3, c4);
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outElem[2] =
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vtkMath::Determinant3x3(b1, b2, b4, c1, c2, c4, d1, d2, d4);
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outElem[6] =
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- vtkMath::Determinant3x3(a1, a2, a4, c1, c2, c4, d1, d2, d4);
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outElem[10] =
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vtkMath::Determinant3x3(a1, a2, a4, b1, b2, b4, d1, d2, d4);
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outElem[14] =
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- vtkMath::Determinant3x3(a1, a2, a4, b1, b2, b4, c1, c2, c4);
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outElem[3] =
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- vtkMath::Determinant3x3(b1, b2, b3, c1, c2, c3, d1, d2, d3);
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outElem[7] =
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vtkMath::Determinant3x3(a1, a2, a3, c1, c2, c3, d1, d2, d3);
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outElem[11] =
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- vtkMath::Determinant3x3(a1, a2, a3, b1, b2, b3, d1, d2, d3);
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outElem[15] =
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vtkMath::Determinant3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3);
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}
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//----------------------------------------------------------------------------
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void vtkMatrix4x4::DeepCopy(double destination[16], const double source[16])
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{
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for (int i = 0; i < 16; i++)
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{
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destination[i] = source[i];
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}
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}
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//----------------------------------------------------------------------------
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// Transpose the matrix and put it into out.
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void vtkMatrix4x4::Transpose(const double inElements[16],
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double outElements[16])
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{
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for (int i = 0; i < 4; i++)
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{
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for(int j = i; j < 4; j++)
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{
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double temp = inElements[4*i + j];
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outElements[4*i + j] = inElements[4*j + i];
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outElements[4*j + i] = temp;
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}
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}
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}
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//----------------------------------------------------------------------------
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void vtkMatrix4x4::PrintSelf(ostream& os, vtkIndent indent)
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{
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this->Superclass::PrintSelf(os, indent);
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os << indent << "Elements:\n";
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for (int i = 0; i < 4; i++)
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{
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os << indent << indent;
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for (int j = 0; j < 4; j++)
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{
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os << this->Element[i][j] << " ";
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}
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os << "\n";
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}
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}
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