/usr/include/paraview/vtkMatrix4x4.h is in paraview-dev 5.0.1+dfsg1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 | /*=========================================================================
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.
=========================================================================*/
// .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].
// 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.
// .SECTION See Also
// 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];
// Description:
// Construct a 4x4 identity matrix.
static vtkMatrix4x4 *New();
vtkTypeMacro(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(const vtkMatrix4x4 *source)
{vtkMatrix4x4::DeepCopy(*this->Element,source); this->Modified(); }
static void DeepCopy(double elements[16], const vtkMatrix4x4 *source)
{vtkMatrix4x4::DeepCopy(elements,*source->Element); }
static void DeepCopy(double elements[16], const double newElements[16]);
// 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(); }
static void Zero(double elements[16]);
// Description:
// Set equal to Identity matrix
void Identity()
{ vtkMatrix4x4::Identity(*this->Element); this->Modified();}
static void Identity(double elements[16]);
// Description:
// 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]);
// Description:
// 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]);
// 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); }
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]);
// 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(const vtkMatrix4x4 *a, const vtkMatrix4x4 *b,
vtkMatrix4x4 *c);
static void Multiply4x4(const double a[16], const double b[16],
double c[16]);
// Description:
// 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]);
// Description:
// Compute the determinant of the matrix and return it.
double Determinant() {return vtkMatrix4x4::Determinant(*this->Element);}
static double Determinant(const double elements[16]);
// 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];}
// Description:
// Legacy methods. Do not use.
VTK_LEGACY(double *operator[](const unsigned int i));
VTK_LEGACY(const double *operator[](unsigned int i) const);
VTK_LEGACY(void Adjoint(vtkMatrix4x4 &in,vtkMatrix4x4 &out));
VTK_LEGACY(double Determinant(vtkMatrix4x4 &in));
VTK_LEGACY(double Determinant(vtkMatrix4x4 *));
VTK_LEGACY(void Invert(vtkMatrix4x4 &in,vtkMatrix4x4 &out));
VTK_LEGACY(void Transpose(vtkMatrix4x4 &in,vtkMatrix4x4 &out));
VTK_LEGACY(static void PointMultiply(const double [16],
const float [4], float [4]));
VTK_LEGACY(static void PointMultiply(const double [16],
const double [4], double [4]));
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
};
//----------------------------------------------------------------------------
// 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
|