/*========================================================================= 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