add transposeInPlace and duplicate V(int)
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07f2e976ea
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@ -464,7 +464,7 @@ int readmesh(FILE* fp)
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}
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}
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currtrasf = currtrasf.transpose().eval();
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currtrasf.transposeInPlace();
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// apply tranformation
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if(hascolor && savecolor)
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@ -641,7 +641,7 @@ public:
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int n_rot;
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Jacobi(m33,lambda, vect,n_rot);
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vect = vect.transpose().eval();
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vect.transposeInPlace();
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ScalarType normal = std::numeric_limits<ScalarType>::min();
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int normI = 0;
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for(int i = 0; i < 3; ++i)
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@ -728,9 +728,8 @@ namespace vcg{
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res.Transpose();
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return res;
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}
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void transposeInPlace() { Transpose(); }
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// for the transistion to eigen
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const Matrix& eval() { return *this; }
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/*!
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* Print all matrix elements
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@ -403,8 +403,7 @@ public:
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res.Transpose();
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return res;
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}
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// for the transistion to eigen
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const Matrix33& eval() { return *this; }
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void transposeInPlace() { this->Transpose(); }
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/// Funzione per costruire una matrice diagonale dati i tre elem.
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Matrix33 & SetDiagonal(S *v)
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@ -289,8 +289,7 @@ public:
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Transpose(res);
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return res;
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}
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// for the transistion to eigen
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const Matrix44& eval() { return *this; }
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void transposeInPlace() { Transpose(*this); }
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void print() {
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unsigned int i, j, p;
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@ -27,7 +27,7 @@ enum {Dimension = SizeAtCompileTime};
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typedef typename ei_to_vcgtype<Matrix>::type EquivVcgType;
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typedef vcg::VoidType ParamType;
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typedef Matrix PointType;
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using Base::V;
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// using Base::V;
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// automatic conversion to similar vcg types
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// the otherway round is implicit because they inherits this Matrix tyoe
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@ -78,6 +78,9 @@ inline Scalar& W() { return data()[SizeAtCompileTime-1]; }
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/** note, W always returns the last entry */
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inline const Scalar& W() const { return data()[SizeAtCompileTime-1]; }
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EIGEN_DEPRECATED inline Scalar V(int i) const { return (*this)[i]; };
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EIGEN_DEPRECATED inline Scalar& V(int i) { return (*this)[i]; };
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/** \deprecated use .data() */
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EIGEN_DEPRECATED Scalar* V() { return data(); }
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/** \deprecated use .data() */
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@ -186,15 +186,20 @@ EIGEN_DEPRECATED void Dump()
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printf("\n");
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}
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// norm2 will be renamed squaredNorm() in Eigen
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inline Scalar squaredNorm() const { return norm2(); };
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/** \deprecated use norm() */
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EIGEN_DEPRECATED inline Scalar Norm() const { return norm(); };
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/** \deprecated use squaredNorm() */
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EIGEN_DEPRECATED inline Scalar SquaredNorm() const { return norm2(); };
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EIGEN_DEPRECATED inline Scalar SquaredNorm() const { return squaredNorm(); };
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/** \deprecated use normalize() or normalized() */
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EIGEN_DEPRECATED inline Derived& Normalize() { normalize(); return derived(); };
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/** \deprecated use normalized() */
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EIGEN_DEPRECATED inline const EvalType Normalize() const { return normalized(); };
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inline void transposeInPlace() { derived() = derived().transpose().eval(); }
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/** \deprecated use .cross(p) */
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EIGEN_DEPRECATED inline EvalType operator ^ (const Derived& p ) const { return this->cross(p); }
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@ -105,8 +105,8 @@ public:
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{ return _ori!=p._ori || _dir!=p._dir; }
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/// Projects a point on the line
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inline ScalarType Projection( const PointType &p ) const
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{ if (NORM) return ScalarType((p-_ori)*_dir);
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else return ScalarType((p-_ori)*_dir/_dir.SquaredNorm());
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{ if (NORM) return ScalarType((p-_ori).dot(_dir));
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else return ScalarType((p-_ori).dot(_dir)/_dir.SquaredNorm());
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}
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/// returns wheter this type is normalized or not
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static bool IsNormalized() {return NORM;};
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@ -74,22 +74,22 @@ inline void glMultMatrixE(const Matrix44f &matrix) {
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//glMultMatrixf((const GLfloat *)(matrix[0]));
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if(glMultTransposeMatrixf) glMultTransposeMatrixf((const GLfloat *)(matrix.V()));
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else {
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glMultMatrixf((const GLfloat *)(matrix.transpose().eval().V()));
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glMultMatrixf((const GLfloat *)(matrix.transpose().V()));
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}
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}
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inline void glMultMatrix(const Matrix44f &matrix) {
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glMultMatrixf((const GLfloat *)(matrix.transpose().eval().V()));
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glMultMatrixf((const GLfloat *)(matrix.transpose().V()));
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}
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inline void glMultMatrixE(const Matrix44d &matrix) {
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if(glMultTransposeMatrixd) glMultTransposeMatrixd((const GLdouble *)(matrix.V()));
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else {
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glMultMatrixd((const GLdouble *)(matrix.transpose().eval().V()));
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glMultMatrixd((const GLdouble *)(matrix.transpose().V()));
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}
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}
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inline void glMultMatrix(const Matrix44d &matrix) {
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glMultMatrixd((const GLdouble *)(matrix.transpose().eval().V()));
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glMultMatrixd((const GLdouble *)(matrix.transpose().V()));
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}
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inline void glMultMatrixDirect(const Matrix44f &matrix) {
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@ -84,6 +84,7 @@ y is upward!
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#include <vcg/space/plane3.h>
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#include <vcg/space/line3.h>
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#include <vcg/math/matrix44.h>
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#include <wrap/gl/math.h>
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#ifdef WIN32
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#include <windows.h>
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@ -149,12 +150,8 @@ template <class T> void View<T>::GetView() {
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// Use standard routines, and transpose manually.
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// some 10^-20 seconds slower, but a lot safer
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glGetDoublev(GL_PROJECTION_MATRIX, m);
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proj.Import(Matrix44d(m));
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proj = proj.transpose().eval();
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glGetDoublev(GL_MODELVIEW_MATRIX, m);
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model.Import(Matrix44d(m));
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model = model.transpose().eval();
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glGetv(GL_PROJECTION_MATRIX,proj);
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glGetv(GL_MODELVIEW_MATRIX,model);
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glGetIntegerv(GL_VIEWPORT, (GLint*)viewport);
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@ -230,7 +230,7 @@ namespace io {
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else return false;
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// PTX transformation matrix is transposed
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currtrasf = currtrasf.transpose().eval();
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currtrasf.transposeInPlace();
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// allocating vertex space
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int vn = rownum*colnum;
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