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Usage
A vtkTransform can be used to describe the full range of
linear (also known as affine) coordinate transformations in
three dimensions, which are internally represented as a 4x4
homogeneous transformation matrix. When you create a new
vtkTransform, it is always initialized to the identity
transformation.
The SetInput() method allows you to set another transform,
instead of the identity transform, to be the base
transformation. There is a pipeline mechanism to ensure that
when the input is modified, the current transformation will
be updated accordingly. This pipeline mechanism is also
supported by the Concatenate() method.
Most of the methods for manipulating this transformation,
e.g. Translate, Rotate, and Concatenate, can operate in
either PreMultiply (the default) or PostMultiply mode. In
PreMultiply mode, the translation, concatenation, etc. will
occur before any transformations which are represented by
the current matrix. In PostMultiply mode, the additional
transformation will occur after any transformations
represented by the current matrix.
This class performs all of its operations in a right handed
coordinate system with right handed rotations. Some other
graphics libraries use left handed coordinate systems and
rotations.
To create an instance of class vtkTransform, simply invoke
its constructor as follows
obj = vtkTransform
Methods
The class vtkTransform 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 vtkTransform class.
* string = obj.GetClassName ()
* int = obj.IsA (string name)
* vtkTransform = obj.NewInstance ()
* vtkTransform = obj.SafeDownCast (vtkObject o)
* obj.Identity () - Set the 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.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 (vtkLinearTransform 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().
* vtkLinearTransform = obj.GetConcatenatedTransform (int i)
- Get the x, y, z orientation angles from the
transformation matrix as an array of three floating point
values.
* obj.GetOrientation (double orient[3]) - Get the x, y, z
orientation angles from the transformation matrix as an
array of three floating point values.
* obj.GetOrientation (float orient[3]) - Get the x, y, z
orientation angles from the transformation matrix as an
array of three floating point values.
* double = obj.GetOrientation () - Get the x, y, z
orientation angles from the transformation matrix as an
array of three floating point values.
* obj.GetOrientationWXYZ (double wxyz[4]) - Return the wxyz
angle+axis representing the current orientation. The angle
is in degrees and the axis is a unit vector.
* obj.GetOrientationWXYZ (float wxyz[4]) - Return the wxyz
angle+axis representing the current orientation. The angle
is in degrees and the axis is a unit vector.
* double = obj.GetOrientationWXYZ () - Return the wxyz
angle+axis representing the current orientation. The angle
is in degrees and the axis is a unit vector.
* obj.GetPosition (double pos[3]) - Return the position from
the current transformation matrix as an array of three
floating point numbers. This is simply returning the
translation component of the 4x4 matrix.
* obj.GetPosition (float pos[3]) - Return the position from
the current transformation matrix as an array of three
floating point numbers. This is simply returning the
translation component of the 4x4 matrix.
* double = obj.GetPosition () - Return the position from the
current transformation matrix as an array of three
floating point numbers. This is simply returning the
translation component of the 4x4 matrix.
* obj.GetScale (double scale[3]) - Return the scale factors
of the current transformation matrix as an array of three
float numbers. These scale factors are not necessarily
about the x, y, and z axes unless unless the scale
transformation was applied before any rotations.
* obj.GetScale (float scale[3]) - Return the scale factors
of the current transformation matrix as an array of three
float numbers. These scale factors are not necessarily
about the x, y, and z axes unless unless the scale
transformation was applied before any rotations.
* double = obj.GetScale () - Return the scale factors of the
current transformation matrix as an array of three float
numbers. These scale factors are not necessarily about the
x, y, and z axes unless unless the scale transformation
was applied before any rotations.
* obj.GetInverse (vtkMatrix4x4 inverse) - Return a matrix
which is the inverse of the current transformation matrix.
* obj.GetTranspose (vtkMatrix4x4 transpose) - Return a
matrix which is the transpose of the current
transformation matrix. This is equivalent to the inverse
if and only if the transformation is a pure rotation with
no translation or scale.
* obj.SetInput (vtkLinearTransform 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.
* vtkLinearTransform = 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.
* 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.
* vtkAbstractTransform = obj.GetInverse () - Make a new
transform of the same type.
* vtkAbstractTransform = obj.MakeTransform () - Make a new
transform of the same type.
* long = obj.GetMTime () - Override GetMTime to account for
input and concatenation.
* obj.MultiplyPoint (float in[4], float out[4]) - Use this
method only if you wish to compute the transformation in
homogeneous (x,y,z,w) coordinates, otherwise use
TransformPoint(). This method calls this->GetMatrix()-
>MultiplyPoint().
* obj.MultiplyPoint (double in[4], double out[4]) - Use this
method only if you wish to compute the transformation in
homogeneous (x,y,z,w) coordinates, otherwise use
TransformPoint(). This method calls this->GetMatrix()-
>MultiplyPoint().
* FreeMat_Documentation
* Visualization_Toolkit_Common_Classes
* Generated on Thu Jul 25 2013 17:18:30 for FreeMat by
doxygen_ 1.8.1.1
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