Developer Documentation

prototypeMatrix4x4.cc
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40 \*===========================================================================*/
41
42
43 #define PROTOTYPEMATRIX4X4_C
44
45 #include "prototypeMatrix4x4.hh"
46
47 prototypeMatrix4x4::prototypeMatrix4x4(QObject *parent ) :
48 QObject(parent)
49 {
50
51 }
52
53 QString prototypeMatrix4x4::toString() const {
54
55 QString result = "Matrix4x4 : \n";
56
57 for ( uint i = 0 ; i < 4 ; ++i ) {
58 for ( uint j = 0 ; j < 4 ; ++j ) {
59 result = result + thisObject().property(QString::number(i) + QString::number(j)).toString() + " ";
60 }
61
62 // Don't add a newline at the end of the Matrix
63 if ( i != 3 )
64 result += "\n";
65 }
66
67 return result;
68 }
69
70 QScriptValue prototypeMatrix4x4::transform_vector(QScriptValue _vector )
71 {
72
73 // Convert from this objects properties to the matrix representation
74 Matrix4x4 matrix;
75 for ( uint i = 0 ; i < 4 ; ++i )
76 for ( uint j = 0 ; j < 4 ; ++j )
77 matrix(i,j) = thisObject().property(QString::number(i) + QString::number(j)).toNumber();
78
79 // Convert the vector from scripting representation to C++
80 ACG::Vec3d vector(_vector.property("x").toNumber(),_vector.property("y").toNumber(),_vector.property("z").toNumber());
81
82 // Calculate result vector
83 ACG::Vec3d result = matrix.transform_vector(vector);
84
85 // Transform back to scriptable vector
86 return QScriptValue( engine()->toScriptValue(result) );
87
88 }
89
90 QScriptValue prototypeMatrix4x4::transform_point(QScriptValue _vector )
91 {
92
93 // Convert from this objects properties to the matrix representation
94 Matrix4x4 matrix;
95 for ( uint i = 0 ; i < 4 ; ++i )
96 for ( uint j = 0 ; j < 4 ; ++j )
97 matrix(i,j) = thisObject().property(QString::number(i) + QString::number(j)).toNumber();
98
99 // Convert the vector from scripting representation to C++
100 ACG::Vec3d vector(_vector.property("x").toNumber(),_vector.property("y").toNumber(),_vector.property("z").toNumber());
101
102 // Calculate result vector
103 const ACG::Vec3d result = matrix.transform_point(vector);
104
105 // Transform back to scriptable vector
106 return QScriptValue( engine()->toScriptValue(result) );
107
108 }
109
OpenMesh::VectorT
Definition: Vector11T.hh:83
ACG::Matrix4x4T::transform_point
VectorT< T, 3 > transform_point(const VectorT< T, 3 > &_v) const
transform point (x&#39;,y&#39;,z&#39;,1) = M * (x,y,z,1)
Definition: Matrix4x4T_impl.hh:196
ACG::Matrix4x4T::transform_vector
VectorT< T, 3 > transform_vector(const VectorT< T, 3 > &_v) const
transform vector (x&#39;,y&#39;,z&#39;,0) = A * (x,y,z,0)
Definition: Matrix4x4T_impl.hh:219
ACG::Matrix4x4T< double >
prototypeMatrix4x4::transform_vector
QScriptValue transform_vector(QScriptValue _vector)
Matrix vector product.
Definition: prototypeMatrix4x4.cc:70
prototypeMatrix4x4::transform_point
QScriptValue transform_point(QScriptValue _vector)
Matrix vector product.
Definition: prototypeMatrix4x4.cc:90