317 lines
9.3 KiB
C
317 lines
9.3 KiB
C
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/*=========================================================================
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Program: Visualization Toolkit
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Module: vtkMatrix4x4.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 vtkMatrix4x4
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* @brief represent and manipulate 4x4 transformation matrices
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*
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* vtkMatrix4x4 is a class to represent and manipulate 4x4 matrices.
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* Specifically, it is designed to work on 4x4 transformation matrices
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* found in 3D rendering using homogeneous coordinates [x y z w].
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* Many of the methods take an array of 16 doubles in row-major format.
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* Note that OpenGL stores matrices in column-major format, so the matrix
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* contents must be transposed when they are moved between OpenGL and VTK.
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* @sa
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* vtkTransform
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*/
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#ifndef vtkMatrix4x4_h
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#define vtkMatrix4x4_h
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#include "vtkCommonMathModule.h" // For export macro
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#include "vtkObject.h"
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class VTKCOMMONMATH_EXPORT vtkMatrix4x4 : public vtkObject
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{
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public:
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/// The internal data is public for historical reasons. Do not use!
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double Element[4][4];
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/**
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* Construct a 4x4 identity matrix.
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*/
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static vtkMatrix4x4* New();
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vtkTypeMacro(vtkMatrix4x4, vtkObject);
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void PrintSelf(ostream& os, vtkIndent indent) override;
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/**
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* Set the elements of the matrix to the same values as the elements
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* of the given source matrix.
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*/
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void DeepCopy(const vtkMatrix4x4* source)
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{
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vtkMatrix4x4::DeepCopy(*this->Element, source);
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this->Modified();
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}
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/**
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* Set the elements of the given destination buffer to the same values
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* as the elements of the given source matrix.
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*/
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static void DeepCopy(double destination[16], const vtkMatrix4x4* source)
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{
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vtkMatrix4x4::DeepCopy(destination, *source->Element);
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}
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/**
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* Copies the given source buffer to the given destination buffer.
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* The memory ranges must not overlap. Does not affect any matrix.
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*/
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static void DeepCopy(double destination[16], const double source[16]);
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/**
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* Non-static member function. Assigns *to* the matrix *from*
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* the given elements array.
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*/
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void DeepCopy(const double elements[16])
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{
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this->DeepCopy(*this->Element, elements);
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this->Modified();
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}
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/**
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* Set all of the elements to zero.
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*/
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void Zero()
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{
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vtkMatrix4x4::Zero(*this->Element);
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this->Modified();
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}
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static void Zero(double elements[16]);
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/**
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* Set equal to Identity matrix
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*/
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void Identity()
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{
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vtkMatrix4x4::Identity(*this->Element);
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this->Modified();
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}
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static void Identity(double elements[16]);
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/**
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* Returns true if this matrix is equal to the identity matrix.
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*/
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bool IsIdentity();
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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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*/
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static void Invert(const vtkMatrix4x4* in, vtkMatrix4x4* out)
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{
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vtkMatrix4x4::Invert(*in->Element, *out->Element);
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out->Modified();
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}
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void Invert() { vtkMatrix4x4::Invert(this, this); }
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static void Invert(const double inElements[16], double outElements[16]);
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/**
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* Transpose the matrix and put it into out.
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*/
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static void Transpose(const vtkMatrix4x4* in, vtkMatrix4x4* out)
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{
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vtkMatrix4x4::Transpose(*in->Element, *out->Element);
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out->Modified();
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}
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void Transpose() { vtkMatrix4x4::Transpose(this, this); }
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static void Transpose(const double inElements[16], double outElements[16]);
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///@{
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/**
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* Construct a matrix from a rotation
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*/
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static void MatrixFromRotation(double angle, double x, double y, double z, vtkMatrix4x4* result);
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static void MatrixFromRotation(double angle, double x, double y, double z, double matrix[16]);
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///@}
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/**
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* Given an orientation and position this function will fill in a matrix
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* representing the transformation from the pose to whatever space the pose was
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* defined in. For example if the position and orientation are in world
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* coordinates then this method would set the matrix to be PoseToWorld
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*/
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static void PoseToMatrix(double pos[3], double ori[4], vtkMatrix4x4* mat);
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/**
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* Multiply a homogeneous coordinate by this matrix, i.e. out = A*in.
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* The in[4] and out[4] can be the same array.
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*/
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void MultiplyPoint(const float in[4], float out[4])
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{
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vtkMatrix4x4::MultiplyPoint(*this->Element, in, out);
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}
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void MultiplyPoint(const double in[4], double out[4])
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{
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vtkMatrix4x4::MultiplyPoint(*this->Element, in, out);
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}
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static void MultiplyPoint(const double elements[16], const float in[4], float out[4]);
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static void MultiplyPoint(const double elements[16], const double in[4], double out[4]);
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/**
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* For use in Java or Python.
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*/
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float* MultiplyPoint(const float in[4]) VTK_SIZEHINT(4) { return this->MultiplyFloatPoint(in); }
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double* MultiplyPoint(const double in[4]) VTK_SIZEHINT(4)
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{
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return this->MultiplyDoublePoint(in);
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}
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float* MultiplyFloatPoint(const float in[4]) VTK_SIZEHINT(4)
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{
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this->MultiplyPoint(in, this->FloatPoint);
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return this->FloatPoint;
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}
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double* MultiplyDoublePoint(const double in[4]) VTK_SIZEHINT(4)
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{
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this->MultiplyPoint(in, this->DoublePoint);
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return this->DoublePoint;
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}
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///@{
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/**
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* Multiplies matrices a and b and stores the result in c.
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*/
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static void Multiply4x4(const vtkMatrix4x4* a, const vtkMatrix4x4* b, vtkMatrix4x4* c);
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static void Multiply4x4(const double a[16], const double b[16], double c[16]);
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static void Multiply4x4(const double a[16], const double b[16], float c[16]);
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static void MultiplyAndTranspose4x4(const double a[16], const double b[16], float c[16]);
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///@}
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/**
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* Compute adjoint of the matrix and put it into out.
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*/
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void Adjoint(const vtkMatrix4x4* in, vtkMatrix4x4* out)
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{
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vtkMatrix4x4::Adjoint(*in->Element, *out->Element);
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}
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static void Adjoint(const double inElements[16], double outElements[16]);
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/**
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* Compute the determinant of the matrix and return it.
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*/
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double Determinant() { return vtkMatrix4x4::Determinant(*this->Element); }
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static double Determinant(const double elements[16]);
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/**
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* Sets the element i,j in the matrix.
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*/
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void SetElement(int i, int j, double value);
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/**
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* Returns the element i,j from the matrix.
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*/
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double GetElement(int i, int j) const { return this->Element[i][j]; }
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/**
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* Returns the raw double array holding the matrix.
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*/
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double* GetData() { return *this->Element; }
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/**
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* Returns the raw double array holding the matrix.
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*/
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const double* GetData() const { return *this->Element; }
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protected:
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vtkMatrix4x4() { vtkMatrix4x4::Identity(*this->Element); }
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~vtkMatrix4x4() override = default;
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float FloatPoint[4];
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double DoublePoint[4];
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private:
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vtkMatrix4x4(const vtkMatrix4x4&) = delete;
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void operator=(const vtkMatrix4x4&) = delete;
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};
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//----------------------------------------------------------------------------
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// Multiplies matrices a and b and stores the result in c.
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inline void vtkMatrix4x4::Multiply4x4(const double a[16], const double b[16], double c[16])
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{
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double tmp[16];
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for (int i = 0; i < 16; i += 4)
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{
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for (int j = 0; j < 4; j++)
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{
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tmp[i + j] =
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a[i + 0] * b[j + 0] + a[i + 1] * b[j + 4] + a[i + 2] * b[j + 8] + a[i + 3] * b[j + 12];
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}
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}
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for (int k = 0; k < 16; k++)
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{
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c[k] = tmp[k];
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}
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}
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//----------------------------------------------------------------------------
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// Multiplies matrices a and b and stores the result in c.
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inline void vtkMatrix4x4::Multiply4x4(const double a[16], const double b[16], float c[16])
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{
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for (int i = 0; i < 16; i += 4)
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{
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for (int j = 0; j < 4; j++)
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{
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c[i + j] =
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a[i + 0] * b[j + 0] + a[i + 1] * b[j + 4] + a[i + 2] * b[j + 8] + a[i + 3] * b[j + 12];
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}
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}
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}
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//----------------------------------------------------------------------------
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// Multiplies matrices a and b and stores the result in c.
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inline void vtkMatrix4x4::MultiplyAndTranspose4x4(
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const double a[16], const double b[16], float c[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 = 0; j < 4; j++)
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{
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int it4 = i * 4;
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c[i + j * 4] = a[it4 + 0] * b[j + 0] + a[it4 + 1] * b[j + 4] + a[it4 + 2] * b[j + 8] +
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a[it4 + 3] * b[j + 12];
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}
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}
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}
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//----------------------------------------------------------------------------
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inline void vtkMatrix4x4::Multiply4x4(const vtkMatrix4x4* a, const vtkMatrix4x4* b, vtkMatrix4x4* c)
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{
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vtkMatrix4x4::Multiply4x4(*a->Element, *b->Element, *c->Element);
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}
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//----------------------------------------------------------------------------
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inline void vtkMatrix4x4::SetElement(int i, int j, double value)
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{
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if (this->Element[i][j] != value)
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{
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this->Element[i][j] = value;
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this->Modified();
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}
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}
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//----------------------------------------------------------------------------
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inline bool vtkMatrix4x4::IsIdentity()
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{
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double* M = *this->Element;
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return M[0] == 1.0 && M[1] == 0.0 && M[2] == 0.0 && M[3] == 0.0 && M[4] == 0.0 && M[5] == 1.0 &&
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M[6] == 0.0 && M[7] == 0.0 && M[8] == 0.0 && M[9] == 0.0 && M[10] == 1.0 && M[11] == 0.0 &&
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M[12] == 0.0 && M[13] == 0.0 && M[14] == 0.0 && M[15] == 1.0;
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}
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#endif
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