File: vtktransform.mdc

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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
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