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Transform3D.h
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//
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// Copyright (C) 2005-2006 Rational Discovery LLC
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//
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// @@ All Rights Reserved @@
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// This file is part of the RDKit.
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// The contents are covered by the terms of the BSD license
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// which is included in the file license.txt, found at the root
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// of the RDKit source tree.
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//
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#ifndef __RD_TRANSFORM3D_H__
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#define __RD_TRANSFORM3D_H__
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#include "
Transform.h
"
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#include <
Numerics/SquareMatrix.h
>
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namespace
RDGeom
{
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class
Point3D;
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const
unsigned
int
DIM_3D
= 4;
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class
Transform3D
:
public
RDNumeric::SquareMatrix
<double> {
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public
:
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//! Constructor
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/*!
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Initialize to an identity matrix transformation.
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This is a 4x4 matrix that includes the rotation and translation parts
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see Foley's "Introduction to Computer Graphics" for the representation
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Operator *= and = are provided by the parent class square matrix.
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Operator *= needs some explanation, since the order matters. This transform
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gets set to
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the combination other and the current state of this transform
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If this_old and this_new are the states of this object before and after this
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function
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we have
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this_new(point) = this_old(other(point))
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*/
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Transform3D
() :
RDNumeric
::
SquareMatrix
<double>(DIM_3D, 0.0) {
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unsigned
int
i, id;
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for
(i = 0; i <
DIM_3D
; i++) {
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id
= i * (DIM_3D + 1);
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d_data
[id] = 1.0;
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}
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}
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void
setToIdentity
();
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void
TransformPoint
(
Point3D
&pt)
const
;
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/*! \brief Set the translation vector
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*/
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void
SetTranslation
(
const
Point3D
&move);
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/*! \brief set the rotation matrix
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*
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* The rotation matrix is set to rotation by th specified angle
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* about the specified axis
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*/
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void
SetRotation
(
double
angle,
AxisType
axis);
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/*! \brief set the rotation matrix
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*
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* The rotation matrix is set to rotation by th specified angle
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* about an arbitrary axis
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*/
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void
SetRotation
(
double
angle,
const
Point3D
&axis);
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void
SetRotation
(
double
cosT,
double
sinT,
const
Point3D
&axis);
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//! Set the rotation matrix from a quaternion
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void
SetRotationFromQuaternion
(
double
quaternion[4]);
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//! Reflect the rotation
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void
Reflect
();
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private
:
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};
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}
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/*! \brief Combine two transforms and return the results as a new transform
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*
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* The order is important here, on two transforms t1 and t2
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* t3 = t1*t2
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* The resulting transform t3 has the folliwng effect
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* t3(point) = t1(t2(point))
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*/
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RDGeom::Transform3D
operator*
(
const
RDGeom::Transform3D
&t1,
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const
RDGeom::Transform3D
&t2);
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/*! \brief Transform a point:
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*
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*/
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RDGeom::Point3D
operator*
(
const
RDGeom::Transform3D
&t,
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const
RDGeom::Point3D
&pt);
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#endif
RDNumeric::Matrix< double >::d_data
DATA_SPTR d_data
Definition:
Matrix.h:235
SquareMatrix.h
RDGeom::Transform3D::setToIdentity
void setToIdentity()
RDNumeric
Definition:
AlignPoints.h:17
RDGeom::AxisType
AxisType
Definition:
Transform.h:15
RDGeom::Transform3D::Transform3D
Transform3D()
Constructor.
Definition:
Transform3D.h:39
RDGeom::Transform3D::SetTranslation
void SetTranslation(const Point3D &move)
Set the translation vector.
RDGeom::Transform3D::TransformPoint
void TransformPoint(Point3D &pt) const
RDNumeric::SquareMatrix< double >::SquareMatrix
SquareMatrix()
brief Square matrix of size N
Definition:
SquareMatrix.h:20
Transform.h
RDGeom::Transform3D::SetRotation
void SetRotation(double angle, AxisType axis)
set the rotation matrix
RDGeom::Transform3D::Reflect
void Reflect()
Reflect the rotation.
RDNumeric::SquareMatrix
Definition:
SquareMatrix.h:17
RDGeom::DIM_3D
const unsigned int DIM_3D
Definition:
Transform3D.h:19
RDGeom::Point3D
Definition:
point.h:45
RDGeom::Transform3D
Definition:
Transform3D.h:21
operator*
RDGeom::Transform3D operator*(const RDGeom::Transform3D &t1, const RDGeom::Transform3D &t2)
Combine two transforms and return the results as a new transform.
RDGeom::Transform3D::SetRotationFromQuaternion
void SetRotationFromQuaternion(double quaternion[4])
Set the rotation matrix from a quaternion.
RDGeom
Definition:
TorsionAngleM6.h:19
Geometry
Transform3D.h
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