VTK
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performs common math operations More...
#include <vtkMath.h>
Public Types | |
typedef vtkObject | Superclass |
Public Types inherited from vtkObject | |
typedef vtkObjectBase | Superclass |
Public Member Functions | |
virtual int | IsA (const char *type) |
vtkMath * | NewInstance () const |
void | PrintSelf (ostream &os, vtkIndent indent) |
Public Member Functions inherited from vtkObject | |
vtkObject * | NewInstance () const |
virtual void | DebugOn () |
virtual void | DebugOff () |
bool | GetDebug () |
void | SetDebug (bool debugFlag) |
virtual void | Modified () |
virtual unsigned long | GetMTime () |
unsigned long | AddObserver (unsigned long event, vtkCommand *, float priority=0.0f) |
unsigned long | AddObserver (const char *event, vtkCommand *, float priority=0.0f) |
vtkCommand * | GetCommand (unsigned long tag) |
void | RemoveObserver (vtkCommand *) |
void | RemoveObservers (unsigned long event, vtkCommand *) |
void | RemoveObservers (const char *event, vtkCommand *) |
int | HasObserver (unsigned long event, vtkCommand *) |
int | HasObserver (const char *event, vtkCommand *) |
void | RemoveObserver (unsigned long tag) |
void | RemoveObservers (unsigned long event) |
void | RemoveObservers (const char *event) |
void | RemoveAllObservers () |
int | HasObserver (unsigned long event) |
int | HasObserver (const char *event) |
template<class U , class T > | |
unsigned long | AddObserver (unsigned long event, U observer, void(T::*callback)(), float priority=0.0f) |
template<class U , class T > | |
unsigned long | AddObserver (unsigned long event, U observer, void(T::*callback)(vtkObject *, unsigned long, void *), float priority=0.0f) |
template<class U , class T > | |
unsigned long | AddObserver (unsigned long event, U observer, bool(T::*callback)(vtkObject *, unsigned long, void *), float priority=0.0f) |
int | InvokeEvent (unsigned long event, void *callData) |
int | InvokeEvent (const char *event, void *callData) |
int | InvokeEvent (unsigned long event) |
int | InvokeEvent (const char *event) |
Public Member Functions inherited from vtkObjectBase | |
const char * | GetClassName () const |
virtual void | Delete () |
virtual void | FastDelete () |
void | Print (ostream &os) |
virtual void | Register (vtkObjectBase *o) |
virtual void | UnRegister (vtkObjectBase *o) |
void | SetReferenceCount (int) |
void | PrintRevisions (ostream &) |
virtual void | PrintHeader (ostream &os, vtkIndent indent) |
virtual void | PrintTrailer (ostream &os, vtkIndent indent) |
int | GetReferenceCount () |
Static Public Member Functions | |
static vtkMath * | New () |
static int | IsTypeOf (const char *type) |
static vtkMath * | SafeDownCast (vtkObjectBase *o) |
static double | Pi () |
static int | Floor (double x) |
static int | Ceil (double x) |
static int | CeilLog2 (vtkTypeUInt64 x) |
static bool | IsPowerOfTwo (vtkTypeUInt64 x) |
static int | NearestPowerOfTwo (int x) |
static vtkTypeInt64 | Factorial (int N) |
static vtkTypeInt64 | Binomial (int m, int n) |
static int * | BeginCombination (int m, int n) |
static int | NextCombination (int m, int n, int *combination) |
static void | FreeCombination (int *combination) |
static void | RandomSeed (int s) |
static int | GetSeed () |
static double | Random () |
static double | Random (double min, double max) |
static double | Gaussian () |
static double | Gaussian (double mean, double std) |
static void | Cross (const float x[3], const float y[3], float z[3]) |
static void | Cross (const double x[3], const double y[3], double z[3]) |
static float | Normalize (float x[3]) |
static double | Normalize (double x[3]) |
static float | Distance2BetweenPoints (const float x[3], const float y[3]) |
static double | Distance2BetweenPoints (const double x[3], const double y[3]) |
static double | AngleBetweenVectors (const double v1[3], const double v2[3]) |
static double | GaussianAmplitude (const double variance, const double distanceFromMean) |
static double | GaussianAmplitude (const double mean, const double variance, const double position) |
static double | GaussianWeight (const double variance, const double distanceFromMean) |
static double | GaussianWeight (const double mean, const double variance, const double position) |
static float | Normalize2D (float x[2]) |
static double | Normalize2D (double x[2]) |
static int | SolveLinearSystem (double **A, double *x, int size) |
static int | InvertMatrix (double **A, double **AI, int size) |
static int | LUFactorLinearSystem (double **A, int *index, int size) |
static double | EstimateMatrixCondition (double **A, int size) |
static int | ExtentIsWithinOtherExtent (int extent1[6], int extent2[6]) |
static int | BoundsIsWithinOtherBounds (double bounds1[6], double bounds2[6], double delta[3]) |
static int | PointIsWithinBounds (double point[3], double bounds[6], double delta[3]) |
static double | Solve3PointCircle (const double p1[3], const double p2[3], const double p3[3], double center[3]) |
static double | Inf () |
static double | NegInf () |
static double | Nan () |
static int | IsInf (double x) |
static int | IsNan (double x) |
static bool | IsFinite (double x) |
static float | RadiansFromDegrees (float degrees) |
static double | RadiansFromDegrees (double degrees) |
static float | DegreesFromRadians (float radians) |
static double | DegreesFromRadians (double radians) |
static int | Round (float f) |
static int | Round (double f) |
static void | Add (const float a[3], const float b[3], float c[3]) |
static void | Add (const double a[3], const double b[3], double c[3]) |
static void | Subtract (const float a[3], const float b[3], float c[3]) |
static void | Subtract (const double a[3], const double b[3], double c[3]) |
static void | MultiplyScalar (float a[3], float s) |
static void | MultiplyScalar2D (float a[2], float s) |
static void | MultiplyScalar (double a[3], double s) |
static void | MultiplyScalar2D (double a[2], double s) |
static float | Dot (const float x[3], const float y[3]) |
static double | Dot (const double x[3], const double y[3]) |
static void | Outer (const float x[3], const float y[3], float A[3][3]) |
static void | Outer (const double x[3], const double y[3], double A[3][3]) |
static float | Norm (const float *x, int n) |
static double | Norm (const double *x, int n) |
static float | Norm (const float x[3]) |
static double | Norm (const double x[3]) |
static void | Perpendiculars (const double x[3], double y[3], double z[3], double theta) |
static void | Perpendiculars (const float x[3], float y[3], float z[3], double theta) |
static bool | ProjectVector (const float a[3], const float b[3], float projection[3]) |
static bool | ProjectVector (const double a[3], const double b[3], double projection[3]) |
static bool | ProjectVector2D (const float a[2], const float b[2], float projection[2]) |
static bool | ProjectVector2D (const double a[2], const double b[2], double projection[2]) |
static float | Dot2D (const float x[2], const float y[2]) |
static double | Dot2D (const double x[2], const double y[2]) |
static void | Outer2D (const float x[2], const float y[2], float A[2][2]) |
static void | Outer2D (const double x[2], const double y[2], double A[2][2]) |
static float | Norm2D (const float x[2]) |
static double | Norm2D (const double x[2]) |
static float | Determinant2x2 (const float c1[2], const float c2[2]) |
static double | Determinant2x2 (double a, double b, double c, double d) |
static double | Determinant2x2 (const double c1[2], const double c2[2]) |
static void | LUFactor3x3 (float A[3][3], int index[3]) |
static void | LUFactor3x3 (double A[3][3], int index[3]) |
static void | LUSolve3x3 (const float A[3][3], const int index[3], float x[3]) |
static void | LUSolve3x3 (const double A[3][3], const int index[3], double x[3]) |
static void | LinearSolve3x3 (const float A[3][3], const float x[3], float y[3]) |
static void | LinearSolve3x3 (const double A[3][3], const double x[3], double y[3]) |
static void | Multiply3x3 (const float A[3][3], const float in[3], float out[3]) |
static void | Multiply3x3 (const double A[3][3], const double in[3], double out[3]) |
static void | Multiply3x3 (const float A[3][3], const float B[3][3], float C[3][3]) |
static void | Multiply3x3 (const double A[3][3], const double B[3][3], double C[3][3]) |
static void | MultiplyMatrix (double **A, double **B, unsigned int rowA, unsigned int colA, unsigned int rowB, unsigned int colB, double **C) |
static void | Transpose3x3 (const float A[3][3], float AT[3][3]) |
static void | Transpose3x3 (const double A[3][3], double AT[3][3]) |
static void | Invert3x3 (const float A[3][3], float AI[3][3]) |
static void | Invert3x3 (const double A[3][3], double AI[3][3]) |
static void | Identity3x3 (float A[3][3]) |
static void | Identity3x3 (double A[3][3]) |
static double | Determinant3x3 (float A[3][3]) |
static double | Determinant3x3 (double A[3][3]) |
static float | Determinant3x3 (const float c1[3], const float c2[3], const float c3[3]) |
static double | Determinant3x3 (const double c1[3], const double c2[3], const double c3[3]) |
static double | Determinant3x3 (double a1, double a2, double a3, double b1, double b2, double b3, double c1, double c2, double c3) |
static void | QuaternionToMatrix3x3 (const float quat[4], float A[3][3]) |
static void | QuaternionToMatrix3x3 (const double quat[4], double A[3][3]) |
static void | Matrix3x3ToQuaternion (const float A[3][3], float quat[4]) |
static void | Matrix3x3ToQuaternion (const double A[3][3], double quat[4]) |
static void | MultiplyQuaternion (const float q1[4], const float q2[4], float q[4]) |
static void | MultiplyQuaternion (const double q1[4], const double q2[4], double q[4]) |
static void | Orthogonalize3x3 (const float A[3][3], float B[3][3]) |
static void | Orthogonalize3x3 (const double A[3][3], double B[3][3]) |
static void | Diagonalize3x3 (const float A[3][3], float w[3], float V[3][3]) |
static void | Diagonalize3x3 (const double A[3][3], double w[3], double V[3][3]) |
static void | SingularValueDecomposition3x3 (const float A[3][3], float U[3][3], float w[3], float VT[3][3]) |
static void | SingularValueDecomposition3x3 (const double A[3][3], double U[3][3], double w[3], double VT[3][3]) |
static int | InvertMatrix (double **A, double **AI, int size, int *tmp1Size, double *tmp2Size) |
static int | LUFactorLinearSystem (double **A, int *index, int size, double *tmpSize) |
static void | LUSolveLinearSystem (double **A, int *index, double *x, int size) |
static int | Jacobi (float **a, float *w, float **v) |
static int | Jacobi (double **a, double *w, double **v) |
static int | JacobiN (float **a, int n, float *w, float **v) |
static int | JacobiN (double **a, int n, double *w, double **v) |
static int | SolveHomogeneousLeastSquares (int numberOfSamples, double **xt, int xOrder, double **mt) |
static int | SolveLeastSquares (int numberOfSamples, double **xt, int xOrder, double **yt, int yOrder, double **mt, int checkHomogeneous=1) |
static void | RGBToHSV (const float rgb[3], float hsv[3]) |
static void | RGBToHSV (float r, float g, float b, float *h, float *s, float *v) |
static double * | RGBToHSV (const double rgb[3]) |
static double * | RGBToHSV (double r, double g, double b) |
static void | RGBToHSV (const double rgb[3], double hsv[3]) |
static void | RGBToHSV (double r, double g, double b, double *h, double *s, double *v) |
static void | HSVToRGB (const float hsv[3], float rgb[3]) |
static void | HSVToRGB (float h, float s, float v, float *r, float *g, float *b) |
static double * | HSVToRGB (const double hsv[3]) |
static double * | HSVToRGB (double h, double s, double v) |
static void | HSVToRGB (const double hsv[3], double rgb[3]) |
static void | HSVToRGB (double h, double s, double v, double *r, double *g, double *b) |
static void | LabToXYZ (const double lab[3], double xyz[3]) |
static void | LabToXYZ (double L, double a, double b, double *x, double *y, double *z) |
static double * | LabToXYZ (const double lab[3]) |
static void | XYZToLab (const double xyz[3], double lab[3]) |
static void | XYZToLab (double x, double y, double z, double *L, double *a, double *b) |
static double * | XYZToLab (const double xyz[3]) |
static void | XYZToRGB (const double xyz[3], double rgb[3]) |
static void | XYZToRGB (double x, double y, double z, double *r, double *g, double *b) |
static double * | XYZToRGB (const double xyz[3]) |
static void | RGBToXYZ (const double rgb[3], double xyz[3]) |
static void | RGBToXYZ (double r, double g, double b, double *x, double *y, double *z) |
static double * | RGBToXYZ (const double rgb[3]) |
static void | RGBToLab (const double rgb[3], double lab[3]) |
static void | RGBToLab (double red, double green, double blue, double *L, double *a, double *b) |
static double * | RGBToLab (const double rgb[3]) |
static void | LabToRGB (const double lab[3], double rgb[3]) |
static void | LabToRGB (double L, double a, double b, double *red, double *green, double *blue) |
static double * | LabToRGB (const double lab[3]) |
static void | UninitializeBounds (double bounds[6]) |
static int | AreBoundsInitialized (double bounds[6]) |
static void | ClampValue (double *value, const double range[2]) |
static void | ClampValue (double value, const double range[2], double *clamped_value) |
static void | ClampValues (double *values, int nb_values, const double range[2]) |
static void | ClampValues (const double *values, int nb_values, const double range[2], double *clamped_values) |
static double | ClampAndNormalizeValue (double value, const double range[2]) |
static int | GetScalarTypeFittingRange (double range_min, double range_max, double scale=1.0, double shift=0.0) |
static int | GetAdjustedScalarRange (vtkDataArray *array, int comp, double range[2]) |
Static Public Member Functions inherited from vtkObject | |
static int | IsTypeOf (const char *type) |
static vtkObject * | SafeDownCast (vtkObjectBase *o) |
static vtkObject * | New () |
static void | BreakOnError () |
static void | SetGlobalWarningDisplay (int val) |
static void | GlobalWarningDisplayOn () |
static void | GlobalWarningDisplayOff () |
static int | GetGlobalWarningDisplay () |
Static Public Member Functions inherited from vtkObjectBase | |
static int | IsTypeOf (const char *name) |
static vtkObjectBase * | New () |
Protected Member Functions | |
virtual vtkObjectBase * | NewInstanceInternal () const |
vtkMath () | |
~vtkMath () | |
Protected Member Functions inherited from vtkObject | |
vtkObject () | |
virtual | ~vtkObject () |
virtual void | RegisterInternal (vtkObjectBase *, int check) |
virtual void | UnRegisterInternal (vtkObjectBase *, int check) |
void | InternalGrabFocus (vtkCommand *mouseEvents, vtkCommand *keypressEvents=NULL) |
void | InternalReleaseFocus () |
Protected Member Functions inherited from vtkObjectBase | |
vtkObjectBase () | |
virtual | ~vtkObjectBase () |
virtual void | CollectRevisions (ostream &) |
virtual void | ReportReferences (vtkGarbageCollector *) |
vtkObjectBase (const vtkObjectBase &) | |
void | operator= (const vtkObjectBase &) |
Static Protected Attributes | |
static vtkMathInternal | Internal |
Additional Inherited Members | |
Protected Attributes inherited from vtkObject | |
bool | Debug |
vtkTimeStamp | MTime |
vtkSubjectHelper * | SubjectHelper |
Protected Attributes inherited from vtkObjectBase | |
vtkAtomicInt32 | ReferenceCount |
vtkWeakPointerBase ** | WeakPointers |
performs common math operations
vtkMath provides methods to perform common math operations. These include providing constants such as Pi; conversion from degrees to radians; vector operations such as dot and cross products and vector norm; matrix determinant for 2x2 and 3x3 matrices; univariate polynomial solvers; and for random number generation (for backward compatibility only).
typedef vtkObject vtkMath::Superclass |
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Return 1 if this class is the same type of (or a subclass of) the named class. Returns 0 otherwise. This method works in combination with vtkTypeMacro found in vtkSetGet.h.
Reimplemented from vtkObject.
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Reimplemented from vtkObject.
vtkMath* vtkMath::NewInstance | ( | ) | const |
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Gives the exponent of the lowest power of two not less than x. Or in mathspeak, return the smallest "i" for which 2^i >= x. If x is zero, then the return value will be zero.
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Compute N factorial, N! = N*(N-1) * (N-2)...*3*2*1. 0! is taken to be
The number of combinations of n objects from a pool of m objects (m>n). This is commonly known as "m choose n" and sometimes denoted or .
Start iterating over "m choose n" objects. This function returns an array of n integers, each from 0 to m-1. These integers represent the n items chosen from the set [0,m[. You are responsible for calling vtkMath::FreeCombination() once the iterator is no longer needed. Warning: this gets large very quickly, especially when n nears m/2! (Hint: think of Pascal's triangle.)
Given m, n, and a valid combination of n integers in the range [0,m[, this function alters the integers into the next combination in a sequence of all combinations of n items from a pool of m. If the combination is the last item in the sequence on input, then combination is unaltered and 0 is returned. Otherwise, 1 is returned and combination is updated.
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Free the "iterator" array created by vtkMath::BeginCombination.
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Initialize seed value. NOTE: Random() has the bad property that the first random number returned after RandomSeed() is called is proportional to the seed value! To help solve this, call RandomSeed() a few times inside seed. This doesn't ruin the repeatability of Random(). DON'T USE Random(), RandomSeed(), GetSeed(), Gaussian() THIS IS STATIC SO THIS IS PRONE TO ERRORS (SPECIALLY FOR REGRESSION TESTS) THIS IS HERE FOR BACKWARD COMPATIBILITY ONLY. Instead, for a sequence of random numbers with a uniform distribution create a vtkMinimalStandardRandomSequence object. For a sequence of random numbers with a gaussian/normal distribution create a vtkBoxMuellerRandomSequence object.
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Return the current seed used by the random number generator. DON'T USE Random(), RandomSeed(), GetSeed(), Gaussian() THIS IS STATIC SO THIS IS PRONE TO ERRORS (SPECIALLY FOR REGRESSION TESTS) THIS IS HERE FOR BACKWARD COMPATIBILITY ONLY. Instead, for a sequence of random numbers with a uniform distribution create a vtkMinimalStandardRandomSequence object. For a sequence of random numbers with a gaussian/normal distribution create a vtkBoxMuellerRandomSequence object.
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Generate pseudo-random numbers distributed according to the uniform distribution between 0.0 and 1.0. This is used to provide portability across different systems. DON'T USE Random(), RandomSeed(), GetSeed(), Gaussian() THIS IS STATIC SO THIS IS PRONE TO ERRORS (SPECIALLY FOR REGRESSION TESTS) THIS IS HERE FOR BACKWARD COMPATIBILITY ONLY. Instead, for a sequence of random numbers with a uniform distribution create a vtkMinimalStandardRandomSequence object. For a sequence of random numbers with a gaussian/normal distribution create a vtkBoxMuellerRandomSequence object.
Generate pseudo-random numbers distributed according to the uniform distribution between min and max. DON'T USE Random(), RandomSeed(), GetSeed(), Gaussian() THIS IS STATIC SO THIS IS PRONE TO ERRORS (SPECIALLY FOR REGRESSION TESTS) THIS IS HERE FOR BACKWARD COMPATIBILITY ONLY. Instead, for a sequence of random numbers with a uniform distribution create a vtkMinimalStandardRandomSequence object. For a sequence of random numbers with a gaussian/normal distribution create a vtkBoxMuellerRandomSequence object.
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Generate pseudo-random numbers distributed according to the standard normal distribution. DON'T USE Random(), RandomSeed(), GetSeed(), Gaussian() THIS IS STATIC SO THIS IS PRONE TO ERRORS (SPECIALLY FOR REGRESSION TESTS) THIS IS HERE FOR BACKWARD COMPATIBILITY ONLY. Instead, for a sequence of random numbers with a uniform distribution create a vtkMinimalStandardRandomSequence object. For a sequence of random numbers with a gaussian/normal distribution create a vtkBoxMuellerRandomSequence object.
Generate pseudo-random numbers distributed according to the Gaussian distribution with mean mean and standard deviation std. DON'T USE Random(), RandomSeed(), GetSeed(), Gaussian() THIS IS STATIC SO THIS IS PRONE TO ERRORS (SPECIALLY FOR REGRESSION TESTS) THIS IS HERE FOR BACKWARD COMPATIBILITY ONLY. Instead, for a sequence of random numbers with a uniform distribution create a vtkMinimalStandardRandomSequence object. For a sequence of random numbers with a gaussian/normal distribution create a vtkBoxMuellerRandomSequence object.
Compute the norm of n-vector. x is the vector, n is its length.
Compute the norm of n-vector. x is the vector, n is its length.
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Given a unit vector x, find two unit vectors y and z such that x cross y = z (i.e. the vectors are perpendicular to each other). There is an infinite number of such vectors, specify an angle theta to choose one set. If you want only one perpendicular vector, specify NULL for z.
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Given a unit vector x, find two unit vectors y and z such that x cross y = z (i.e. the vectors are perpendicular to each other). There is an infinite number of such vectors, specify an angle theta to choose one set. If you want only one perpendicular vector, specify NULL for z.
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Compute the projection of vector a on vector b and return it in projection[3]. If b is a zero vector, the function returns false and 'projection' is invalid. Otherwise, it returns true.
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Compute the projection of vector a on vector b and return it in projection[3]. If b is a zero vector, the function returns false and 'projection' is invalid. Otherwise, it returns true.
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Compute the projection of 2D vector 'a' on 2D vector 'b' and returns the result in projection[2]. If b is a zero vector, the function returns false and 'projection' is invalid. Otherwise, it returns true.
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Compute the projection of 2D vector 'a' on 2D vector 'b' and returns the result in projection[2]. If b is a zero vector, the function returns false and 'projection' is invalid. Otherwise, it returns true.
Compute angle in radians between two vectors.
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Compute the amplitude of a Gaussian function with mean=0 and specified variance. That is, 1./(sqrt(2 Pi * variance)) * exp(-distanceFromMean^2/(2.*variance)).
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Compute the amplitude of a Gaussian function with specified mean and variance. That is, 1./(sqrt(2 Pi * variance)) * exp(-(position - mean)^2/(2.*variance)).
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Compute the amplitude of an unnormalized Gaussian function with mean=0 and specified variance. That is, exp(-distanceFromMean^2/(2.*variance)). When distanceFromMean = 0, this function returns 1.
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Compute the amplitude of an unnormalized Gaussian function with specified mean and variance. That is, exp(-(position - mean)^2/(2.*variance)). When the distance from 'position' to 'mean' is 0, this function returns 1.
Normalize (in place) a 2-vector. Returns norm of vector.
Normalize (in place) a 2-vector. Returns norm of vector. (double-precision version).
LU Factorization of a 3x3 matrix.
LU Factorization of a 3x3 matrix.
LU back substitution for a 3x3 matrix.
LU back substitution for a 3x3 matrix.
Solve Ay = x for y and place the result in y. The matrix A is destroyed in the process.
Solve Ay = x for y and place the result in y. The matrix A is destroyed in the process.
Multiply a vector by a 3x3 matrix. The result is placed in out.
Multiply a vector by a 3x3 matrix. The result is placed in out.
Multiply one 3x3 matrix by another according to C = AB.
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Multiply one 3x3 matrix by another according to C = AB.
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General matrix multiplication. You must allocate output storage. colA == rowB and matrix C is rowA x colB
Transpose a 3x3 matrix. The input matrix is A. The output is stored in AT.
Transpose a 3x3 matrix. The input matrix is A. The output is stored in AT.
Invert a 3x3 matrix. The input matrix is A. The output is stored in AI.
Invert a 3x3 matrix. The input matrix is A. The output is stored in AI.
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Set A to the identity matrix.
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Set A to the identity matrix.
Convert a quaternion to a 3x3 rotation matrix. The quaternion does not have to be normalized beforehand. The quaternion must be in the form [w, x, y, z].
Convert a quaternion to a 3x3 rotation matrix. The quaternion does not have to be normalized beforehand. The quaternion must be in the form [w, x, y, z].
Convert a 3x3 matrix into a quaternion. This will provide the best possible answer even if the matrix is not a pure rotation matrix. The quaternion is in the form [w, x, y, z]. The method used is that of B.K.P. Horn.
Convert a 3x3 matrix into a quaternion. This will provide the best possible answer even if the matrix is not a pure rotation matrix. The quaternion is in the form [w, x, y, z]. The method used is that of B.K.P. Horn.
Multiply two quaternions. This is used to concatenate rotations. Quaternions are in the form [w, x, y, z].
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Multiply two quaternions. This is used to concatenate rotations. Quaternions are in the form [w, x, y, z].
Orthogonalize a 3x3 matrix and put the result in B. If matrix A has a negative determinant, then B will be a rotation plus a flip i.e. it will have a determinant of -1.
Orthogonalize a 3x3 matrix and put the result in B. If matrix A has a negative determinant, then B will be a rotation plus a flip i.e. it will have a determinant of -1.
Diagonalize a symmetric 3x3 matrix and return the eigenvalues in w and the eigenvectors in the columns of V. The matrix V will have a positive determinant, and the three eigenvectors will be aligned as closely as possible with the x, y, and z axes.
Diagonalize a symmetric 3x3 matrix and return the eigenvalues in w and the eigenvectors in the columns of V. The matrix V will have a positive determinant, and the three eigenvectors will be aligned as closely as possible with the x, y, and z axes.
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Perform singular value decomposition on a 3x3 matrix. This is not done using a conventional SVD algorithm, instead it is done using Orthogonalize3x3 and Diagonalize3x3. Both output matrices U and VT will have positive determinants, and the w values will be arranged such that the three rows of VT are aligned as closely as possible with the x, y, and z axes respectively. If the determinant of A is negative, then the three w values will be negative.
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Perform singular value decomposition on a 3x3 matrix. This is not done using a conventional SVD algorithm, instead it is done using Orthogonalize3x3 and Diagonalize3x3. Both output matrices U and VT will have positive determinants, and the w values will be arranged such that the three rows of VT are aligned as closely as possible with the x, y, and z axes respectively. If the determinant of A is negative, then the three w values will be negative.
Solve linear equations Ax = b using Crout's method. Input is square matrix A and load vector x. Solution x is written over load vector. The dimension of the matrix is specified in size. If error is found, method returns a 0.
Invert input square matrix A into matrix AI. Note that A is modified during the inversion. The size variable is the dimension of the matrix. Returns 0 if inverse not computed.
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Thread safe version of InvertMatrix method. Working memory arrays tmp1SIze and tmp2Size of length size must be passed in.
Factor linear equations Ax = b using LU decomposition into the form A = LU where L is a unit lower triangular matrix and U is upper triangular matrix. The input is a square matrix A, an integer array of pivot indices index[0->n-1], and the size, n, of the square matrix. The output is provided by overwriting the input A with a matrix of the same size as A containing all of the information about L and U. If the output matrix is then L and U can be obtained as: That is, the diagonal of the resulting A* is the diagonal of U. The upper right triangle of A is the upper right triangle of U. The lower left triangle of A is the lower left triangle of L (and since L is unit lower triangular, the diagonal of L is all 1's). If an error is found, the function returns 0.
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Thread safe version of LUFactorLinearSystem method. Working memory array tmpSize of length size must be passed in.
Solve linear equations Ax = b using LU decomposition A = LU where L is lower triangular matrix and U is upper triangular matrix. Input is factored matrix A=LU, integer array of pivot indices index[0->n-1], load vector x[0->n-1], and size of square matrix n. Note that A=LU and index[] are generated from method LUFactorLinearSystem). Also, solution vector is written directly over input load vector.
Estimate the condition number of a LU factored matrix. Used to judge the accuracy of the solution. The matrix A must have been previously factored using the method LUFactorLinearSystem. The condition number is the ratio of the infinity matrix norm (i.e., maximum value of matrix component) divided by the minimum diagonal value. (This works for triangular matrices only: see Conte and de Boor, Elementary Numerical Analysis.)
Jacobi iteration for the solution of eigenvectors/eigenvalues of a 3x3 real symmetric matrix. Square 3x3 matrix a; output eigenvalues in w; and output eigenvectors in v. Resulting eigenvalues/vectors are sorted in decreasing order; eigenvectors are normalized. NOTE: the input matirx a is modified during the solution
Jacobi iteration for the solution of eigenvectors/eigenvalues of a 3x3 real symmetric matrix. Square 3x3 matrix a; output eigenvalues in w; and output eigenvectors in v. Resulting eigenvalues/vectors are sorted in decreasing order; eigenvectors are normalized. NOTE: the input matirx a is modified during the solution
JacobiN iteration for the solution of eigenvectors/eigenvalues of a nxn real symmetric matrix. Square nxn matrix a; size of matrix in n; output eigenvalues in w; and output eigenvectors in v. Resulting eigenvalues/vectors are sorted in decreasing order; eigenvectors are normalized. w and v need to be allocated previously NOTE: the input matirx a is modified during the solution
JacobiN iteration for the solution of eigenvectors/eigenvalues of a nxn real symmetric matrix. Square nxn matrix a; size of matrix in n; output eigenvalues in w; and output eigenvectors in v. Resulting eigenvalues/vectors are sorted in decreasing order; eigenvectors are normalized. w and v need to be allocated previously NOTE: the input matirx a is modified during the solution
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Solves for the least squares best fit matrix for the homogeneous equation X'M' = 0'. Uses the method described on pages 40-41 of Computer Vision by Forsyth and Ponce, which is that the solution is the eigenvector associated with the minimum eigenvalue of T(X)X, where T(X) is the transpose of X. The inputs and output are transposed matrices. Dimensions: X' is numberOfSamples by xOrder, M' dimension is xOrder by yOrder. M' should be pre-allocated. All matrices are row major. The resultant matrix M' should be pre-multiplied to X' to get 0', or transposed and then post multiplied to X to get 0
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Solves for the least squares best fit matrix for the equation X'M' = Y'. Uses pseudoinverse to get the ordinary least squares. The inputs and output are transposed matrices. Dimensions: X' is numberOfSamples by xOrder, Y' is numberOfSamples by yOrder, M' dimension is xOrder by yOrder. M' should be pre-allocated. All matrices are row major. The resultant matrix M' should be pre-multiplied to X' to get Y', or transposed and then post multiplied to X to get Y By default, this method checks for the homogeneous condition where Y==0, and if so, invokes SolveHomogeneousLeastSquares. For better performance when the system is known not to be homogeneous, invoke with checkHomogeneous=0.
Convert color in RGB format (Red, Green, Blue) to HSV format (Hue, Saturation, Value). The input color is not modified. The input RGB must be float values in the range [0,1]. The output ranges are hue [0, 1], saturation [0, 1], and value [0, 1].
Convert color in RGB format (Red, Green, Blue) to HSV format (Hue, Saturation, Value). The input color is not modified. The input RGB must be float values in the range [0,1]. The output ranges are hue [0, 1], saturation [0, 1], and value [0, 1].
Convert color in RGB format (Red, Green, Blue) to HSV format (Hue, Saturation, Value). The input color is not modified. The input RGB must be float values in the range [0,1]. The output ranges are hue [0, 1], saturation [0, 1], and value [0, 1].
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Convert color in RGB format (Red, Green, Blue) to HSV format (Hue, Saturation, Value). The input color is not modified. The input RGB must be float values in the range [0,1]. The output ranges are hue [0, 1], saturation [0, 1], and value [0, 1].
Convert color in HSV format (Hue, Saturation, Value) to RGB format (Red, Green, Blue). The input color is not modified. The input 'hsv' must be float values in the range [0,1]. The elements of each component of the output 'rgb' are in the range [0, 1].
Convert color in HSV format (Hue, Saturation, Value) to RGB format (Red, Green, Blue). The input color is not modified. The input 'hsv' must be float values in the range [0,1]. The elements of each component of the output 'rgb' are in the range [0, 1].
Convert color in HSV format (Hue, Saturation, Value) to RGB format (Red, Green, Blue). The input color is not modified. The input 'hsv' must be float values in the range [0,1]. The elements of each component of the output 'rgb' are in the range [0, 1].
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Convert color in HSV format (Hue, Saturation, Value) to RGB format (Red, Green, Blue). The input color is not modified. The input 'hsv' must be float values in the range [0,1]. The elements of each component of the output 'rgb' are in the range [0, 1].
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Convert color from the CIE-L*ab system to CIE XYZ.
Convert color from the CIE-L*ab system to CIE XYZ.
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Convert Color from the CIE XYZ system to CIE-L*ab.
Convert Color from the CIE XYZ system to CIE-L*ab.
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Convert color from the CIE XYZ system to RGB.
Convert color from the CIE XYZ system to RGB.
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Convert color from the RGB system to CIE XYZ.
Convert color from the RGB system to CIE XYZ.
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Convert color from the RGB system to CIE-L*ab. The input RGB must be values in the range [0,1]. The output ranges of 'L' is [0, 100]. The output range of 'a' and 'b' are approximately [-110, 110].
Convert color from the RGB system to CIE-L*ab. The input RGB must be values in the range [0,1]. The output ranges of 'L' is [0, 100]. The output range of 'a' and 'b' are approximately [-110, 110].
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Convert color from the CIE-L*ab system to RGB.
Convert color from the CIE-L*ab system to RGB.
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Clamp some values against a range The method without 'clamped_values' will perform in-place clamping.
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Clamp some values against a range The method without 'clamped_values' will perform in-place clamping.
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Return the scalar type that is most likely to have enough precision to store a given range of data once it has been scaled and shifted (i.e. [range_min * scale + shift, range_max * scale + shift]. If any one of the parameters is not an integer number (decimal part != 0), the search will default to float types only (float or double) Return -1 on error or no scalar type found.
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Get a vtkDataArray's scalar range for a given component. If the vtkDataArray's data type is unsigned char (VTK_UNSIGNED_CHAR) the range is adjusted to the whole data type range [0, 255.0]. Same goes for unsigned short (VTK_UNSIGNED_SHORT) but the upper bound is also adjusted down to 4095.0 if was between ]255, 4095.0]. Return 1 on success, 0 otherwise.
Return true if first 3D extent is within second 3D extent Extent is x-min, x-max, y-min, y-max, z-min, z-max
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Return true if first 3D bounds is within the second 3D bounds Bounds is x-min, x-max, y-min, y-max, z-min, z-max Delta is the error margin along each axis (usually a small number)
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Return true if point is within the given 3D bounds Bounds is x-min, x-max, y-min, y-max, z-min, z-max Delta is the error margin along each axis (usually a small number)
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In Euclidean space, there is a unique circle passing through any given three non-collinear points P1, P2, and P3. Using Cartesian coordinates to represent these points as spatial vectors, it is possible to use the dot product and cross product to calculate the radius and center of the circle. See: http://en.wikipedia.org/wiki/Circumscribed_circle and more specifically the section Barycentric coordinates from cross- and dot-products
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Special IEEE-754 number used to represent positive infinity.
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Special IEEE-754 number used to represent negative infinity.
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Special IEEE-754 number used to represent Not-A-Number (Nan).
Test if a number is equal to the special floating point value infinity.
Test if a number is equal to the special floating point value Not-A-Number (Nan).
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Test if a number has finite value i.e. it is normal, subnormal or zero, but not infinite or Nan.