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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256
|
Usage
A vtkPerspectiveTransform can be used to describe the full
range of homogeneous transformations. It was designed in
particular to describe a camera-view of a scene.
The order in which you set up the display coordinates (via
AdjustZBuffer() and AdjustViewport()), the projection (via
Perspective(), Frustum(), or Ortho()) and the camera view
(via SetupCamera()) are important. If the transform is in
PreMultiply mode, which is the default, set the Viewport and
ZBuffer first, then the projection, and finally the camera
view. Once the view is set up, the Translate and Rotate
methods can be used to move the camera around in world
coordinates. If the Oblique() or Stereo() methods are used,
they should be called just before SetupCamera().
In PostMultiply mode, you must perform all transformations
in the opposite order. This is necessary, for example, if
you already have a perspective transformation set up but
must adjust the viewport. Another example is if you have a
view transformation, and wish to perform translations and
rotations in the camera's coordinate system rather than in
world coordinates.
The SetInput and Concatenate methods can be used to create a
transformation pipeline with vtkPerspectiveTransform. See
vtkTransform for more information on the transformation
pipeline.
To create an instance of class vtkPerspectiveTransform,
simply invoke its constructor as follows
obj = vtkPerspectiveTransform
Methods
The class vtkPerspectiveTransform has several methods that
can be used. They are listed below. Note that the
documentation is translated automatically from the VTK
sources, and may not be completely intelligible. When in
doubt, consult the VTK website. In the methods listed below,
obj is an instance of the vtkPerspectiveTransform class.
* string = obj.GetClassName ()
* int = obj.IsA (string name)
* vtkPerspectiveTransform = obj.NewInstance ()
* vtkPerspectiveTransform = obj.SafeDownCast (vtkObject o)
* obj.Identity () - Set this transformation to the identity
transformation. If the transform has an Input, then the
transformation will be reset so that it is the same as the
Input.
* obj.Inverse () - Invert the transformation. This will also
set a flag so that the transformation will use the inverse
of its Input, if an Input has been set.
* obj.AdjustViewport (double oldXMin, double oldXMax, double
oldYMin, double oldYMax, double newXMin, double newXMax,
double newYMin, double newYMax) - Perform an adjustment to
the viewport coordinates. By default Ortho, Frustum, and
Perspective provide a window of ([-1,+1],[-1,+1]). In
PreMultiply mode, you call this method before calling
Ortho, Frustum, or Perspective. In PostMultiply mode you
can call it after. Note that if you must apply both
AdjustZBuffer and AdjustViewport, it makes no difference
which order you apply them in.
* obj.AdjustZBuffer (double oldNearZ, double oldFarZ, double
newNearZ, double newFarZ) - Perform an adjustment to the
Z-Buffer range that the near and far clipping planes map
to. By default Ortho, Frustum, and Perspective map the
near clipping plane to -1 and the far clipping plane to
+1. In PreMultiply mode, you call this method before
calling Ortho, Frustum, or Perspective. In PostMultiply
mode you can call it after.
* obj.Ortho (double xmin, double xmax, double ymin, double
ymax, double znear, double zfar) - Create an orthogonal
projection matrix and concatenate it by the current
transformation. The matrix maps [xmin,xmax], [ymin,ymax],
[-znear,-zfar] to [-1,+1], [-1,+1], [+1,-1].
* obj.Frustum (double xmin, double xmax, double ymin, double
ymax, double znear, double zfar) - Create an perspective
projection matrix and concatenate it by the current
transformation. The matrix maps a frustum with a back
plane at -zfar and a front plane at -znear with extent
[xmin,xmax],[ymin,ymax] to [-1,+1], [-1,+1], [+1,-1].
* obj.Perspective (double angle, double aspect, double
znear, double zfar) - Create a perspective projection
matrix by specifying the view angle (this angle is in the
y direction), the aspect ratio, and the near and far
clipping range. The projection matrix is concatenated with
the current transformation. This method works via Frustum.
* obj.Shear (double dxdz, double dydz, double zplane) -
Create a shear transformation about a plane at distance z
from the camera. The values dxdz (i.e. dx/dz) and dydz
specify the amount of shear in the x and y directions. The
'zplane' specifies the distance from the camera to the
plane at which the shear causes zero displacement.
Generally you want this plane to be the focal plane. This
transformation can be used in combination with Ortho to
create an oblique projection. It can also be used in
combination with Perspective to provide correct stereo
views when the eye is at arbitrary but known positions
relative to the center of a flat viewing screen.
* obj.Stereo (double angle, double focaldistance) - Create a
stereo shear matrix and concatenate it with the current
transformation. This can be applied in conjunction with
either a perspective transformation (via Frustum or
Projection) or an orthographic projection. You must
specify the distance from the camera plane to the focal
plane, and the angle between the distance vector and the
eye. The angle should be negative for the left eye, and
positive for the right. This method works via Oblique.
* obj.SetupCamera (double position[3], double focalpoint[3],
double viewup[3]) - Set a view transformation matrix for
the camera (this matrix does not contain any perspective)
and concatenate it with the current transformation.
* obj.SetupCamera (double p0, double p1, double p2, double
fp0, double fp1, double fp2, double vup0, double vup1,
double vup2)
* obj.Translate (double x, double y, double z) - Create a
translation matrix and concatenate it with the current
transformation according to PreMultiply or PostMultiply
semantics.
* obj.Translate (double x[3]) - Create a translation matrix
and concatenate it with the current transformation
according to PreMultiply or PostMultiply semantics.
* obj.Translate (float x[3]) - Create a translation matrix
and concatenate it with the current transformation
according to PreMultiply or PostMultiply semantics.
* obj.RotateWXYZ (double angle, double x, double y, double
z) - Create a rotation matrix and concatenate it with the
current transformation according to PreMultiply or
PostMultiply semantics. The angle is in degrees, and
(x,y,z) specifies the axis that the rotation will be
performed around.
* obj.RotateWXYZ (double angle, double axis[3]) - Create a
rotation matrix and concatenate it with the current
transformation according to PreMultiply or PostMultiply
semantics. The angle is in degrees, and (x,y,z) specifies
the axis that the rotation will be performed around.
* obj.RotateWXYZ (double angle, float axis[3]) - Create a
rotation matrix and concatenate it with the current
transformation according to PreMultiply or PostMultiply
semantics. The angle is in degrees, and (x,y,z) specifies
the axis that the rotation will be performed around.
* obj.RotateX (double angle) - Create a rotation matrix
about the X, Y, or Z axis and concatenate it with the
current transformation according to PreMultiply or
PostMultiply semantics. The angle is expressed in degrees.
* obj.RotateY (double angle) - Create a rotation matrix
about the X, Y, or Z axis and concatenate it with the
current transformation according to PreMultiply or
PostMultiply semantics. The angle is expressed in degrees.
* obj.RotateZ (double angle) - Create a rotation matrix
about the X, Y, or Z axis and concatenate it with the
current transformation according to PreMultiply or
PostMultiply semantics. The angle is expressed in degrees.
* obj.Scale (double x, double y, double z) - Create a scale
matrix (i.e. set the diagonal elements to x, y, z) and
concatenate it with the current transformation according
to PreMultiply or PostMultiply semantics.
* obj.Scale (double s[3]) - Create a scale matrix (i.e. set
the diagonal elements to x, y, z) and concatenate it with
the current transformation according to PreMultiply or
PostMultiply semantics.
* obj.Scale (float s[3]) - Create a scale matrix (i.e. set
the diagonal elements to x, y, z) and concatenate it with
the current transformation according to PreMultiply or
PostMultiply semantics.
* obj.SetMatrix (vtkMatrix4x4 matrix) - Set the current
matrix directly. This actually calls Identity(), followed
by Concatenate(matrix).
* obj.SetMatrix (double elements[16]) - Set the current
matrix directly. This actually calls Identity(), followed
by Concatenate(matrix).
* obj.Concatenate (vtkMatrix4x4 matrix) - Concatenates the
matrix with the current transformation according to
PreMultiply or PostMultiply semantics.
* obj.Concatenate (double elements[16]) - Concatenates the
matrix with the current transformation according to
PreMultiply or PostMultiply semantics.
* obj.Concatenate (vtkHomogeneousTransform transform) -
Concatenate the specified transform with the current
transformation according to PreMultiply or PostMultiply
semantics. The concatenation is pipelined, meaning that if
any of the transformations are changed, even after
Concatenate() is called, those changes will be reflected
when you call TransformPoint().
* obj.PreMultiply () - Sets the internal state of the
transform to PreMultiply. All subsequent operations will
occur before those already represented in the current
transformation. In homogeneous matrix notation, M = M*A
where M is the current transformation matrix and A is the
applied matrix. The default is PreMultiply.
* obj.PostMultiply () - Sets the internal state of the
transform to PostMultiply. All subsequent operations will
occur after those already represented in the current
transformation. In homogeneous matrix notation, M = A*M
where M is the current transformation matrix and A is the
applied matrix. The default is PreMultiply.
* int = obj.GetNumberOfConcatenatedTransforms () - Get the
total number of transformations that are linked into this
one via Concatenate() operations or via SetInput().
* vtkHomogeneousTransform = obj.GetConcatenatedTransform
(int i) - Set the input for this transformation. This will
be used as the base transformation if it is set. This
method allows you to build a transform pipeline: if the
input is modified, then this transformation will
automatically update accordingly. Note that the
InverseFlag, controlled via Inverse(), determines whether
this transformation will use the Input or the inverse of
the Input.
* obj.SetInput (vtkHomogeneousTransform input) - Set the
input for this transformation. This will be used as the
base transformation if it is set. This method allows you
to build a transform pipeline: if the input is modified,
then this transformation will automatically update
accordingly. Note that the InverseFlag, controlled via
Inverse(), determines whether this transformation will use
the Input or the inverse of the Input.
* vtkHomogeneousTransform = obj.GetInput () - Set the input
for this transformation. This will be used as the base
transformation if it is set. This method allows you to
build a transform pipeline: if the input is modified, then
this transformation will automatically update accordingly.
Note that the InverseFlag, controlled via Inverse(),
determines whether this transformation will use the Input
or the inverse of the Input.
* int = obj.GetInverseFlag () - Get the inverse flag of the
transformation. This controls whether it is the Input or
the inverse of the Input that is used as the base
transformation. The InverseFlag is flipped every time
Inverse() is called. The InverseFlag is off when a
transform is first created.
* obj.Push () - Pushes the current transformation onto the
transformation stack.
* obj.Pop () - Deletes the transformation on the top of the
stack and sets the top to the next transformation on the
stack.
* vtkAbstractTransform = obj.MakeTransform () - Make a new
transform of the same type – you are responsible for
deleting the transform when you are done with it.
* int = obj.CircuitCheck (vtkAbstractTransform transform) -
Check for self-reference. Will return true if
concatenating with the specified transform, setting it to
be our inverse, or setting it to be our input will create
a circular reference. CircuitCheck is automatically called
by SetInput(), SetInverse(), and Concatenate(vtkXTransform
*). Avoid using this function, it is experimental.
* long = obj.GetMTime () - Override GetMTime to account for
input and concatenation.
* FreeMat_Documentation
* Visualization_Toolkit_Common_Classes
* Generated on Thu Jul 25 2013 17:18:30 for FreeMat by
doxygen_ 1.8.1.1
|