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create/src/Base/Matrix.h
jriegel 664c1d4862 Integrate Werners & Jans double branch
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
2013-09-24 11:00:57 +02:00

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