Move from float to double Further suggestions for float -> double move Moved Tools2D from float to double More suggestions for float->double move from Gui subdirectory Changes to FEM constraint visuals for float->double move Suggested changes for float -> double move Suggestions for Part module moving float -> double
324 lines
10 KiB
C++
324 lines
10 KiB
C++
/***************************************************************************
|
|
* Copyright (c) 2005 Imetric 3D GmbH *
|
|
* *
|
|
* This file is part of the FreeCAD CAx development system. *
|
|
* *
|
|
* This library is free software; you can redistribute it and/or *
|
|
* modify it under the terms of the GNU Library General Public *
|
|
* License as published by the Free Software Foundation; either *
|
|
* version 2 of the License, or (at your option) any later version. *
|
|
* *
|
|
* This library is distributed in the hope that it will be useful, *
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
|
|
* GNU Library General Public License for more details. *
|
|
* *
|
|
* You should have received a copy of the GNU Library General Public *
|
|
* License along with this library; see the file COPYING.LIB. If not, *
|
|
* write to the Free Software Foundation, Inc., 59 Temple Place, *
|
|
* Suite 330, Boston, MA 02111-1307, USA *
|
|
* *
|
|
***************************************************************************/
|
|
|
|
|
|
#ifndef BASE_MATRIX_H
|
|
#define BASE_MATRIX_H
|
|
|
|
#include <cassert>
|
|
#include <cmath>
|
|
#include <cstdio>
|
|
#include <string>
|
|
|
|
#include "Vector3D.h"
|
|
#include <float.h>
|
|
|
|
namespace Base {
|
|
|
|
/**
|
|
* The Matrix4D class.
|
|
*/
|
|
class BaseExport Matrix4D
|
|
{
|
|
typedef float_traits<double> traits_type;
|
|
|
|
public:
|
|
/// default constructor
|
|
Matrix4D(void);
|
|
/// Construction
|
|
Matrix4D (float a11, float a12, float a13, float a14,
|
|
float a21, float a22, float a23, float a24,
|
|
float a31, float a32, float a33, float a34,
|
|
float a41, float a42, float a43, float a44 );
|
|
Matrix4D (double a11, double a12, double a13, double a14,
|
|
double a21, double a22, double a23, double a24,
|
|
double a31, double a32, double a33, double a34,
|
|
double a41, double a42, double a43, double a44 );
|
|
/// Construction
|
|
Matrix4D (const Matrix4D& rclMtrx);
|
|
/// Construction with an Axis
|
|
Matrix4D (const Vector3f& rclBase, const Vector3f& rclDir, float fAngle);
|
|
Matrix4D (const Vector3d& rclBase, const Vector3d& rclDir, double fAngle);
|
|
/// Destruction
|
|
~Matrix4D () {};
|
|
|
|
/** @name Operators */
|
|
//@{
|
|
/// Matrix addition
|
|
inline Matrix4D operator + (const Matrix4D& rclMtrx) const;
|
|
inline Matrix4D& operator += (const Matrix4D& rclMtrx);
|
|
/// Matrix subtraction
|
|
inline Matrix4D operator - (const Matrix4D& rclMtrx) const;
|
|
inline Matrix4D& operator -= (const Matrix4D& rclMtrx);
|
|
/// Matrix multiplication
|
|
inline Matrix4D& operator *= (const Matrix4D& rclMtrx);
|
|
/// Assignment
|
|
inline Matrix4D& operator = (const Matrix4D& rclMtrx);
|
|
/// Matrix multiplication
|
|
inline Matrix4D operator * (const Matrix4D& rclMtrx) const;
|
|
/// Multiplication matrix with vector
|
|
inline Vector3f operator * (const Vector3f& rclVct) const;
|
|
inline Vector3d operator * (const Vector3d& rclVct) const;
|
|
/// Comparison
|
|
inline bool operator != (const Matrix4D& rclMtrx) const;
|
|
/// Comparison
|
|
inline bool operator == (const Matrix4D& rclMtrx) const;
|
|
/// Index operator
|
|
inline double* operator [] (unsigned short usNdx);
|
|
/// Index operator
|
|
inline const double* operator[] (unsigned short usNdx) const;
|
|
/// Compute the determinant of the matrix
|
|
double determinant() const;
|
|
/// Analyse the transformation
|
|
std::string analyse(void) const;
|
|
//@}
|
|
|
|
void getMatrix (double dMtrx[16]) const;
|
|
void setMatrix (const double dMtrx[16]);
|
|
/// get the matrix in OpenGL style
|
|
void getGLMatrix (double dMtrx[16]) const;
|
|
/// set the matrix in OpenGL style
|
|
void setGLMatrix (const double dMtrx[16]);
|
|
|
|
unsigned long getMemSpace (void);
|
|
|
|
/** @name Manipulation */
|
|
//@{
|
|
/// Makes unity matrix
|
|
void setToUnity(void);
|
|
/// Makes a null matrix
|
|
void nullify(void);
|
|
/// moves the coordinatesystem for the x,y,z value
|
|
void move (float x, float y, float z)
|
|
{ move(Vector3f(x,y,z)); }
|
|
void move (double x, double y, double z)
|
|
{ move(Vector3d(x,y,z)); }
|
|
/// moves the coordinatesystem for the vector
|
|
void move (const Vector3f& rclVct);
|
|
void move (const Vector3d& rclVct);
|
|
/// scale for the vector
|
|
void scale (float x, float y, float z)
|
|
{ scale(Vector3f(x,y,z)); }
|
|
void scale (double x, double y, double z)
|
|
{ scale(Vector3d(x,y,z)); }
|
|
/// scale for the x,y,z value
|
|
void scale (const Vector3f& rclVct);
|
|
void scale (const Vector3d& rclVct);
|
|
/// rotate around the X axis for the given value
|
|
void rotX (double fAngle);
|
|
/// rotate around the Y axis for the given value
|
|
void rotY (double fAngle);
|
|
/// rotate around the Z axis for the given value
|
|
void rotZ (double fAngle);
|
|
/// Rotation around an arbitrary axis passing the origin.
|
|
void rotLine (const Vector3f& rclVct, float fAngle);
|
|
void rotLine (const Vector3d& rclVct, double fAngle);
|
|
/// Rotation around an arbitrary axis that needn't necessarily pass the origin.
|
|
void rotLine (const Vector3f& rclBase, const Vector3f& rclDir, float fAngle);
|
|
void rotLine (const Vector3d& rclBase, const Vector3d& rclDir, double fAngle);
|
|
/// Extract the rotation axis and angle. Therefore the 3x3 submatrix must be orthogonal.
|
|
bool toAxisAngle (Vector3f& rclBase, Vector3f& rclDir, float& fAngle, float& fTranslation) const;
|
|
bool toAxisAngle (Vector3d& rclBase, Vector3d& rclDir, double& fAngle, double& fTranslation) const;
|
|
/// transform (move,scale,rotate) around a point
|
|
void transform (const Vector3f& rclVct, const Matrix4D& rclMtrx);
|
|
void transform (const Vector3d& rclVct, const Matrix4D& rclMtrx);
|
|
/// Matrix is expected to have a 3x3 rotation submatrix.
|
|
void inverse (void);
|
|
/// Matrix is expected to have a 3x3 rotation submatrix.
|
|
void inverseOrthogonal(void);
|
|
/// Arbitrary, non-singular matrix
|
|
void inverseGauss (void);
|
|
void transpose (void);
|
|
//@}
|
|
|
|
void Print (void) const;
|
|
/// write the 16 double of the matrix into a string
|
|
std::string toString(void) const;
|
|
/// read the 16 double of the matrix from a string
|
|
void fromString (const std::string &str);
|
|
|
|
private:
|
|
double dMtrx4D[4][4];
|
|
};
|
|
|
|
inline Matrix4D Matrix4D::operator + (const Matrix4D& rclMtrx) const
|
|
{
|
|
Matrix4D clMat;
|
|
short iz, is;
|
|
|
|
for (iz = 0; iz < 4; iz++) {
|
|
for (is = 0; is < 4; is++) {
|
|
clMat.dMtrx4D[iz][is] = dMtrx4D[iz][is] + rclMtrx[iz][is];
|
|
}
|
|
}
|
|
|
|
return clMat;
|
|
}
|
|
|
|
inline Matrix4D& Matrix4D::operator += (const Matrix4D& rclMtrx)
|
|
{
|
|
short iz, is;
|
|
|
|
for (iz = 0; iz < 4; iz++) {
|
|
for (is = 0; is < 4; is++) {
|
|
dMtrx4D[iz][is] += rclMtrx[iz][is];
|
|
}
|
|
}
|
|
|
|
return *this;
|
|
}
|
|
|
|
inline Matrix4D Matrix4D::operator - (const Matrix4D& rclMtrx) const
|
|
{
|
|
Matrix4D clMat;
|
|
short iz, is;
|
|
|
|
for (iz = 0; iz < 4; iz++) {
|
|
for (is = 0; is < 4; is++) {
|
|
clMat.dMtrx4D[iz][is] = dMtrx4D[iz][is] - rclMtrx[iz][is];
|
|
}
|
|
}
|
|
|
|
return clMat;
|
|
}
|
|
|
|
inline Matrix4D& Matrix4D::operator -= (const Matrix4D& rclMtrx)
|
|
{
|
|
short iz, is;
|
|
|
|
for (iz = 0; iz < 4; iz++) {
|
|
for (is = 0; is < 4; is++) {
|
|
dMtrx4D[iz][is] -= rclMtrx[iz][is];
|
|
}
|
|
}
|
|
|
|
return *this;
|
|
}
|
|
|
|
inline Matrix4D& Matrix4D::operator *= (const Matrix4D& rclMtrx)
|
|
{
|
|
Matrix4D clMat;
|
|
short ie, iz, is;
|
|
|
|
for (iz = 0; iz < 4; iz++)
|
|
for (is = 0; is < 4; is++) {
|
|
clMat.dMtrx4D[iz][is] = 0;
|
|
for (ie = 0; ie < 4; ie++)
|
|
clMat.dMtrx4D[iz][is] += dMtrx4D[iz][ie] *
|
|
rclMtrx.dMtrx4D[ie][is];
|
|
}
|
|
|
|
(*this) = clMat;
|
|
|
|
return *this;
|
|
}
|
|
|
|
inline Matrix4D Matrix4D::operator * (const Matrix4D& rclMtrx) const
|
|
{
|
|
Matrix4D clMat;
|
|
short ie, iz, is;
|
|
|
|
for (iz = 0; iz < 4; iz++)
|
|
for (is = 0; is < 4; is++) {
|
|
clMat.dMtrx4D[iz][is] = 0;
|
|
for (ie = 0; ie < 4; ie++)
|
|
clMat.dMtrx4D[iz][is] += dMtrx4D[iz][ie] *
|
|
rclMtrx.dMtrx4D[ie][is];
|
|
}
|
|
|
|
return clMat;
|
|
}
|
|
|
|
inline Matrix4D& Matrix4D::operator= (const Matrix4D& rclMtrx)
|
|
{
|
|
short iz, is;
|
|
|
|
for (iz = 0; iz < 4; iz++) {
|
|
for (is = 0; is < 4; is++) {
|
|
dMtrx4D[iz][is] = rclMtrx.dMtrx4D[iz][is];
|
|
}
|
|
}
|
|
|
|
return *this;
|
|
}
|
|
|
|
inline Vector3f Matrix4D::operator* (const Vector3f& rclVct) const
|
|
{
|
|
return Vector3f((float)(dMtrx4D[0][0]*rclVct.x + dMtrx4D[0][1]*rclVct.y +
|
|
dMtrx4D[0][2]*rclVct.z + dMtrx4D[0][3]),
|
|
(float)(dMtrx4D[1][0]*rclVct.x + dMtrx4D[1][1]*rclVct.y +
|
|
dMtrx4D[1][2]*rclVct.z + dMtrx4D[1][3]),
|
|
(float)(dMtrx4D[2][0]*rclVct.x + dMtrx4D[2][1]*rclVct.y +
|
|
dMtrx4D[2][2]*rclVct.z + dMtrx4D[2][3]));
|
|
}
|
|
|
|
inline Vector3d Matrix4D::operator* (const Vector3d& rclVct) const
|
|
{
|
|
return Vector3d((dMtrx4D[0][0]*rclVct.x + dMtrx4D[0][1]*rclVct.y +
|
|
dMtrx4D[0][2]*rclVct.z + dMtrx4D[0][3]),
|
|
(dMtrx4D[1][0]*rclVct.x + dMtrx4D[1][1]*rclVct.y +
|
|
dMtrx4D[1][2]*rclVct.z + dMtrx4D[1][3]),
|
|
(dMtrx4D[2][0]*rclVct.x + dMtrx4D[2][1]*rclVct.y +
|
|
dMtrx4D[2][2]*rclVct.z + dMtrx4D[2][3]));
|
|
}
|
|
|
|
inline bool Matrix4D::operator== (const Matrix4D& rclMtrx) const
|
|
{
|
|
short iz, is;
|
|
|
|
for (iz = 0; iz < 4; iz++)
|
|
for (is = 0; is < 4; is++)
|
|
if (fabs(dMtrx4D[iz][is] - rclMtrx.dMtrx4D[iz][is]) > traits_type::epsilon())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
inline bool Matrix4D::operator!= (const Matrix4D& rclMtrx) const
|
|
{
|
|
return !( (*this) == rclMtrx );
|
|
}
|
|
|
|
inline Vector3f& operator*= (Vector3f& rclVect,
|
|
const Matrix4D& rclMtrx)
|
|
{
|
|
rclVect = rclMtrx * rclVect;
|
|
return rclVect;
|
|
}
|
|
|
|
inline double* Matrix4D::operator[] (unsigned short usNdx)
|
|
{
|
|
return dMtrx4D[usNdx];
|
|
}
|
|
|
|
inline const double* Matrix4D::operator[] (unsigned short usNdx) const
|
|
{
|
|
return dMtrx4D[usNdx];
|
|
}
|
|
|
|
} // namespace Base
|
|
|
|
|
|
#endif // BASE_MATRIX_H
|
|
|
|
|