public class AffineTransformer extends GeometryTransformer
[ p' ] [ p ] [ F pf ] [ ] = X [ ], X = [ ] [ 1 ] [ 1 ] [ 0 1 ]where F is a general 3 X 3 matrix and pf is an offset vector.
GeometryTransformer.Constrainer, GeometryTransformer.UndoState, GeometryTransformer.UniformScalingConstrainer| Constructor and Description |
|---|
AffineTransformer(AffineTransform3d X)
Creates a new AffineTransformer from a specified affine transform.
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| Modifier and Type | Method and Description |
|---|---|
void |
computeLocalTransforms(Matrix3d PL,
Vector3d Ndiag,
RigidTransform3d T)
Computes the matrices
PL and N that transform
points xl local to a coordinate frame T after
that frame is itself transformed. |
void |
computeTransform(AffineTransform3d XR,
AffineTransform3d X)
Transforms an affine transform
X and returns the result in
XR. |
void |
computeTransform(Matrix3d MR,
Matrix3d M,
Vector3d r)
Transforms a general 3 X 3 matrix
M and returns the result
in MR. |
void |
computeTransform(Plane pr,
Plane p,
Vector3d r)
Transforms a plane
p and returns the result in pr. |
void |
computeTransform(RotationMatrix3d RR,
Vector3d Ndiag,
RotationMatrix3d R,
Vector3d r)
Transforms a rotation matrix
R and returns the result in
RR. |
void |
computeTransformNormal(Vector3d nr,
Vector3d n,
Vector3d r)
Transforms a normal vector
n, and returns the result in
nr. |
void |
computeTransformPnt(Point3d pr,
Point3d p)
Transforms a point
p and returns the result in
pr. |
void |
computeTransformVec(Vector3d vr,
Vector3d v,
Vector3d r)
Transforms a vector
v, and returns the result in
vr. |
AffineTransformer |
getInverse()
Returns a transformer that implements the inverse operation of this
transformer.
|
boolean |
isAffine()
Returns
true, since this transformer does implement a
linear affine transform. |
boolean |
isInvertible()
Returns
true, since this transformer is invertible. |
boolean |
isReflecting()
Returns
true if this transformer is reflecting. |
boolean |
isRigid()
Returns
false, since this transformer does not implement a
linear rigid transform. |
computeLinearizedTransform, computeLocalAffineTransform, computeTransform, create, getUndoDataSize, isRestoring, isSaving, popRestoreData, restoreObject, saveObject, setUndoState, transform, transform, transform, transform, transform, transform, transform, transform, transform, transform, transform, transform, transformNormal, transformNormal, transformPnt, transformPnt, transformVec, transformVec, transformWorld, transformWorldpublic AffineTransformer(AffineTransform3d X)
X - affine transform defining the transformationpublic boolean isRigid()
false, since this transformer does not implement a
linear rigid transform.isRigid in class GeometryTransformerpublic boolean isAffine()
true, since this transformer does implement a
linear affine transform.isAffine in class GeometryTransformerpublic boolean isReflecting()
true if this transformer is reflecting.isReflecting in class GeometryTransformerpublic boolean isInvertible()
true, since this transformer is invertible.isInvertible in class GeometryTransformerpublic AffineTransformer getInverse()
getInverse in class GeometryTransformerpublic void computeTransformPnt(Point3d pr, Point3d p)
p and returns the result in
pr. The transform is computed according to
pr = F p + pfThis method provides the low level implementation for point transformations and does not do any saving or restoring of data.
computeTransformPnt in class GeometryTransformerpr - transformed pointp - point to be transformedpublic void computeTransformVec(Vector3d vr, Vector3d v, Vector3d r)
v, and returns the result in
vr.
The reference position r is ignored since affine transforms
are position invariant.
The transform is computed according to
vr = F vThis method provides the low level implementation for vector transformations and does not do any saving or restoring of data.
computeTransformVec in class GeometryTransformervr - transformed vectorv - vector to be transformedr - reference position of the vector (ignored)public void computeLocalTransforms(Matrix3d PL, Vector3d Ndiag, RigidTransform3d T)
PL and N that transform
points xl local to a coordinate frame T after
that frame is itself transformed. The updated local coordinates are
given by
xl' = N PL xlwhere
PL is symmetric positive definite and
N is a diagonal matrix that is either the identity,
or a reflection that flips a single axis. See the documentation
for GeometryTransformer.computeLocalTransforms(maspack.matrix.Matrix3d, maspack.matrix.Vector3d, maspack.matrix.RigidTransform3d).
The quantities F and f(p)
described there correspond to F and
pf for this transformer.computeLocalTransforms in class GeometryTransformerPL - primary transformation matrixNdiag - if non-null, returns the diagonal components of NT - rigid transform for which the local transforms are computedpublic void computeTransformNormal(Vector3d nr, Vector3d n, Vector3d r)
n, and returns the result in
nr.
The reference position r is ignored since affine transforms
are position invariant.
The transform is computed according to
-1 T
nr = F n
The result is not normalized since the unnormalized form could be
useful in some contexts.
This method provides the low level implementation for normal
transformations and does not do any saving or restoring of data.computeTransformNormal in class GeometryTransformernr - transformed normaln - normal to be transformedr - reference position of the normal (ignored)public void computeTransform(AffineTransform3d XR, AffineTransform3d X)
X and returns the result in
XR. If
[ A p ]
X = [ ]
[ 0 1 ]
the transform is computed according to
[ F A F p + pf ]
XR = [ ]
[ 0 1 ]
This method provides the low level implementation for the transformation
of affine transforms and does not do any saving or restoring of data.computeTransform in class GeometryTransformerXR - transformed transformX - transform to be transformedpublic void computeTransform(RotationMatrix3d RR, Vector3d Ndiag, RotationMatrix3d R, Vector3d r)
R and returns the result in
RR. The reference position r is ignored since
affine transforms are position invariant. This transform takes the form
RR = Q R Nwhere
Q is the orthogonal matrix from the left polar
decomposition F = P Q, and N is matrix that
flips an axis to ensure that Q R N remains right-handed.
For additional details, see the documentation for transform(RR,R,r).
This method provides the low level implementation for the transformation
of rotation matrices and does not do any saving or restoring of data.computeTransform in class GeometryTransformerRR - transformed rotationR - rotation to be transformedr - reference position of the rotation (ignored)Ndiag - if non-null, returns the diagonal elements of the
matrix Npublic void computeTransform(Matrix3d MR, Matrix3d M, Vector3d r)
M and returns the result
in MR.
The reference position r is ignored since affine transforms
are position invariant.
The transform is computed according to
MR = F MThis method provides the low level implementation for the transformation of 3 X 3 matrices and does not do any saving or restoring of data.
computeTransform in class GeometryTransformerMR - transformed matrixM - matrix to be transformedr - reference position of the matrix (ignored)public void computeTransform(Plane pr, Plane p, Vector3d r)
p and returns the result in pr.
The reference position r is ignored since affine transforms
are position invariant.
Assume that p is defined by a normal n
and offset o such that all planar points x
satisfy
n^T x = oThen the transformed normal
nr and offset or
are computed according to
nr = inv(F)^T n or = o + nr^T pf mag = ||nr|| nr = nr/mag, or = or/magThis method provides the low level implementation for the transformation of planes and does not do any saving or restoring of data.
computeTransform in class GeometryTransformerpr - transformed planep - plane to be transformedr - reference position of the plane (ignored)