comac_desk_app/ThirdpartyLibs/Libs/windows-x86_64/vtk/include/vtkMatrix4x4.h

317 lines
9.3 KiB
C
Raw Normal View History

2024-11-21 11:50:43 +08:00
/*=========================================================================
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) 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]);
/**
* Returns true if this matrix is equal to the identity matrix.
*/
bool IsIdentity();
/**
* 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]);
///@{
/**
* Construct a matrix from a rotation
*/
static void MatrixFromRotation(double angle, double x, double y, double z, vtkMatrix4x4* result);
static void MatrixFromRotation(double angle, double x, double y, double z, double matrix[16]);
///@}
/**
* Given an orientation and position this function will fill in a matrix
* representing the transformation from the pose to whatever space the pose was
* defined in. For example if the position and orientation are in world
* coordinates then this method would set the matrix to be PoseToWorld
*/
static void PoseToMatrix(double pos[3], double ori[4], vtkMatrix4x4* mat);
/**
* 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 or Python.
*/
float* MultiplyPoint(const float in[4]) VTK_SIZEHINT(4) { return this->MultiplyFloatPoint(in); }
double* MultiplyPoint(const double in[4]) VTK_SIZEHINT(4)
{
return this->MultiplyDoublePoint(in);
}
float* MultiplyFloatPoint(const float in[4]) VTK_SIZEHINT(4)
{
this->MultiplyPoint(in, this->FloatPoint);
return this->FloatPoint;
}
double* MultiplyDoublePoint(const double in[4]) VTK_SIZEHINT(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]);
static void Multiply4x4(const double a[16], const double b[16], float c[16]);
static void MultiplyAndTranspose4x4(const double a[16], const double b[16], float 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]; }
/**
* Returns the raw double array holding the matrix.
*/
double* GetData() { return *this->Element; }
/**
* Returns the raw double array holding the matrix.
*/
const double* GetData() const { return *this->Element; }
protected:
vtkMatrix4x4() { vtkMatrix4x4::Identity(*this->Element); }
~vtkMatrix4x4() override = default;
float FloatPoint[4];
double DoublePoint[4];
private:
vtkMatrix4x4(const vtkMatrix4x4&) = delete;
void operator=(const vtkMatrix4x4&) = delete;
};
//----------------------------------------------------------------------------
// 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];
}
}
//----------------------------------------------------------------------------
// Multiplies matrices a and b and stores the result in c.
inline void vtkMatrix4x4::Multiply4x4(const double a[16], const double b[16], float c[16])
{
for (int i = 0; i < 16; i += 4)
{
for (int j = 0; j < 4; j++)
{
c[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];
}
}
}
//----------------------------------------------------------------------------
// Multiplies matrices a and b and stores the result in c.
inline void vtkMatrix4x4::MultiplyAndTranspose4x4(
const double a[16], const double b[16], float c[16])
{
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
int it4 = i * 4;
c[i + j * 4] = a[it4 + 0] * b[j + 0] + a[it4 + 1] * b[j + 4] + a[it4 + 2] * b[j + 8] +
a[it4 + 3] * b[j + 12];
}
}
}
//----------------------------------------------------------------------------
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();
}
}
//----------------------------------------------------------------------------
inline bool vtkMatrix4x4::IsIdentity()
{
double* M = *this->Element;
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 &&
M[6] == 0.0 && M[7] == 0.0 && M[8] == 0.0 && M[9] == 0.0 && M[10] == 1.0 && M[11] == 0.0 &&
M[12] == 0.0 && M[13] == 0.0 && M[14] == 0.0 && M[15] == 1.0;
}
#endif