/*========================================================================= Program: Visualization Toolkit Module: $RCSfile: vtkMatrix4x4.h,v $ 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. =========================================================================*/ // .NAME vtkMatrix4x4 - represent and manipulate 4x4 transformation matrices // .SECTION Description // 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]. // .SECTION See Also // vtkTransform #ifndef __vtkMatrix4x4_h #define __vtkMatrix4x4_h #include "vtkObject.h" class VTK_COMMON_EXPORT vtkMatrix4x4 : public vtkObject { // Some of the methods in here have a corresponding static (class) // method taking a pointer to 16 doubles that constitutes a user // supplied matrix. This allows C++ clients to allocate double arrays // on the stack and manipulate them using vtkMatrix4x4 methods. // This is an alternative to allowing vtkMatrix4x4 instances to be // created on the stack (which is frowned upon) or doing lots of // temporary heap allocation within vtkTransform and vtkActor methods, // which is inefficient. public: double Element[4][4]; // Description: // Construct a 4x4 identity matrix. static vtkMatrix4x4 *New(); vtkTypeRevisionMacro(vtkMatrix4x4,vtkObject); void PrintSelf(ostream& os, vtkIndent indent); // Description: // Set the elements of the matrix to the same values as the elements // of the source Matrix. void DeepCopy(vtkMatrix4x4 *source) {vtkMatrix4x4::DeepCopy(*this->Element,source); this->Modified(); } //BTX static void DeepCopy(double Elements[16], vtkMatrix4x4 *source) {vtkMatrix4x4::DeepCopy(Elements,*source->Element); } static void DeepCopy(double Elements[16], const double newElements[16]); //ETX // Description: // Non-static member function. Assigns *from* elements array void DeepCopy(const double Elements[16]) { this->DeepCopy(*this->Element,Elements); this->Modified(); } // Description: // Set all of the elements to zero. void Zero() { vtkMatrix4x4::Zero(*this->Element); this->Modified(); } //BTX static void Zero(double Elements[16]); //ETX // Description: // Set equal to Identity matrix void Identity() { vtkMatrix4x4::Identity(*this->Element); this->Modified();} //BTX static void Identity(double Elements[16]); //ETX // Description: // Matrix Inversion (adapted from Richard Carling in "Graphics Gems," // Academic Press, 1990). static void Invert(vtkMatrix4x4 *in, vtkMatrix4x4 *out) {vtkMatrix4x4::Invert(*in->Element,*out->Element); out->Modified(); } void Invert() { vtkMatrix4x4::Invert(this,this); } //BTX static void Invert(const double inElements[16], double outElements[16]); //ETX // Description: // Transpose the matrix and put it into out. static void Transpose(vtkMatrix4x4 *in, vtkMatrix4x4 *out) {vtkMatrix4x4::Transpose(*in->Element,*out->Element); out->Modified(); } void Transpose() { vtkMatrix4x4::Transpose(this,this); } //BTX static void Transpose(const double inElements[16], double outElements[16]); //ETX // Description: // 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); } //BTX 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]); //ETX // Description: // For use in Java, Python or Tcl. The default MultiplyPoint() uses // a single-precision point. float *MultiplyPoint(const float in[4]) {return this->MultiplyFloatPoint(in); } float *MultiplyFloatPoint(const float in[4]) {this->MultiplyPoint(in,this->FloatPoint); return this->FloatPoint; } double *MultiplyDoublePoint(const double in[4]) {this->MultiplyPoint(in,this->DoublePoint); return this->DoublePoint; } // Description: // Multiplies matrices a and b and stores the result in c. static void Multiply4x4(vtkMatrix4x4 *a, vtkMatrix4x4 *b, vtkMatrix4x4 *c) { vtkMatrix4x4::Multiply4x4(*a->Element,*b->Element,*c->Element); }; //BTX static void Multiply4x4(const double a[16], const double b[16], double c[16]); //ETX // Description: // Compute adjoint of the matrix and put it into out. void Adjoint(vtkMatrix4x4 *in, vtkMatrix4x4 *out) {vtkMatrix4x4::Adjoint(*in->Element,*out->Element);} //BTX static void Adjoint(const double inElements[16], double outElements[16]); //ETX // Description: // Compute the determinant of the matrix and return it. double Determinant() {return vtkMatrix4x4::Determinant(*this->Element);} //BTX static double Determinant(const double Elements[16]); //ETX // Description: // Sets the element i,j in the matrix. void SetElement(int i, int j, double value); // Description: // Returns the element i,j from the matrix. double GetElement(int i, int j) const {return this->Element[i][j];} //BTX double *operator[](const unsigned int i) {return &(this->Element[i][0]);} const double *operator[](unsigned int i) const { return &(this->Element[i][0]); } void Adjoint(vtkMatrix4x4 &in,vtkMatrix4x4 &out) {this->Adjoint(&in,&out);} double Determinant(vtkMatrix4x4 &in) {return this->Determinant(&in);} double Determinant(vtkMatrix4x4 *in) {return vtkMatrix4x4::Determinant(*in->Element);} void Invert(vtkMatrix4x4 &in,vtkMatrix4x4 &out) {this->Invert(&in,&out);} void Transpose(vtkMatrix4x4 &in,vtkMatrix4x4 &out) {this->Transpose(&in,&out);} static void PointMultiply(const double Elements[16], const float in[4], float out[4]); static void PointMultiply(const double Elements[16], const double in[4], double out[4]); //ETX protected: vtkMatrix4x4() { vtkMatrix4x4::Identity(*this->Element); }; ~vtkMatrix4x4() {}; float FloatPoint[4]; double DoublePoint[4]; private: vtkMatrix4x4(const vtkMatrix4x4&); // Not implemented void operator= (const vtkMatrix4x4&); // Not implemented }; inline void vtkMatrix4x4::SetElement(int i, int j, double value) { if (this->Element[i][j] != value) { this->Element[i][j] = value; this->Modified(); } } #endif