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

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C++

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