/*========================================================================= 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]); /** * 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]); /** * 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, 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; } //@{ /** * 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]); //@} /** * 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; } protected: vtkMatrix4x4() { vtkMatrix4x4::Identity(*this->Element); }; ~vtkMatrix4x4() override {} 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]; } } //---------------------------------------------------------------------------- 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(); } } #endif