blob: a69728c485664b6d09e6e045fafeed470543ca6b [file] [log] [blame]
/*****************************************************************************/
// Copyright 2006-2019 Adobe Systems Incorporated
// All Rights Reserved.
//
// NOTICE: Adobe permits you to use, modify, and distribute this file in
// accordance with the terms of the Adobe license agreement accompanying it.
/*****************************************************************************/
/** \file
* Matrix and vector classes, including specialized 3x3 and 4x3 versions as
* well as length 3 vectors.
*/
/*****************************************************************************/
#ifndef __dng_matrix__
#define __dng_matrix__
/*****************************************************************************/
#include "dng_sdk_limits.h"
#include "dng_types.h"
/*****************************************************************************/
/// \brief Class to represent 2D matrix up to kMaxColorPlanes x kMaxColorPlanes
/// in size.
class dng_matrix
{
protected:
uint32 fRows;
uint32 fCols;
real64 fData [kMaxColorPlanes] [kMaxColorPlanes];
public:
dng_matrix ();
dng_matrix (uint32 rows,
uint32 cols);
dng_matrix (const dng_matrix &m);
virtual ~dng_matrix ()
{
}
void Clear ();
void SetIdentity (uint32 count);
uint32 Rows () const
{
return fRows;
}
uint32 Cols () const
{
return fCols;
}
real64 * operator [] (uint32 row)
{
return fData [row];
}
const real64 * operator [] (uint32 row) const
{
return fData [row];
}
bool operator== (const dng_matrix &m) const;
bool operator!= (const dng_matrix &m) const
{
return !(*this == m);
}
bool IsEmpty () const
{
return fRows == 0 || fCols == 0;
}
bool NotEmpty () const
{
return !IsEmpty ();
}
bool IsDiagonal () const;
bool IsIdentity () const;
real64 MaxEntry () const;
real64 MinEntry () const;
void Scale (real64 factor);
void Round (real64 factor);
void SafeRound (real64 factor);
bool AlmostEqual (const dng_matrix &m,
real64 slop = 1.0e-8) const;
bool AlmostIdentity (real64 slop = 1.0e-8) const;
};
/*****************************************************************************/
/// \brief A 3x3 matrix.
class dng_matrix_3by3: public dng_matrix
{
public:
dng_matrix_3by3 ();
dng_matrix_3by3 (const dng_matrix &m);
dng_matrix_3by3 (real64 a00, real64 a01, real64 a02,
real64 a10, real64 a11, real64 a12,
real64 a20, real64 a21, real64 a22);
dng_matrix_3by3 (real64 a00, real64 a11, real64 a22);
};
/*****************************************************************************/
/// \brief A 4x3 matrix. Handy for working with 4-color cameras.
class dng_matrix_4by3: public dng_matrix
{
public:
dng_matrix_4by3 ();
dng_matrix_4by3 (const dng_matrix &m);
dng_matrix_4by3 (real64 a00, real64 a01, real64 a02,
real64 a10, real64 a11, real64 a12,
real64 a20, real64 a21, real64 a22,
real64 a30, real64 a31, real64 a32);
};
/*****************************************************************************/
/// \brief A 4x4 matrix. Handy for GPU APIs.
class dng_matrix_4by4: public dng_matrix
{
public:
dng_matrix_4by4 ();
dng_matrix_4by4 (const dng_matrix &m);
dng_matrix_4by4 (real64 a00, real64 a01, real64 a02, real64 a03,
real64 a10, real64 a11, real64 a12, real64 a13,
real64 a20, real64 a21, real64 a22, real64 a23,
real64 a30, real64 a31, real64 a32, real64 a33);
dng_matrix_4by4 (real64 a00, real64 a11, real64 a22, real64 a33);
};
/*****************************************************************************/
/// \brief Class to represent 1-dimensional vector with up to kMaxColorPlanes
/// components.
class dng_vector
{
protected:
uint32 fCount;
real64 fData [kMaxColorPlanes];
public:
dng_vector ();
dng_vector (uint32 count);
dng_vector (const dng_vector &v);
virtual ~dng_vector ()
{
}
void Clear ();
void SetIdentity (uint32 count);
uint32 Count () const
{
return fCount;
}
real64 & operator [] (uint32 index)
{
return fData [index];
}
const real64 & operator [] (uint32 index) const
{
return fData [index];
}
bool operator== (const dng_vector &v) const;
bool operator!= (const dng_vector &v) const
{
return !(*this == v);
}
bool IsEmpty () const
{
return fCount == 0;
}
bool NotEmpty () const
{
return !IsEmpty ();
}
real64 MaxEntry () const;
real64 MinEntry () const;
void Scale (real64 factor);
void Round (real64 factor);
dng_matrix AsDiagonal () const;
dng_matrix AsColumn () const;
};
/*****************************************************************************/
/// \brief A 3-element vector.
class dng_vector_3: public dng_vector
{
public:
dng_vector_3 ();
dng_vector_3 (const dng_vector &v);
dng_vector_3 (real64 a0,
real64 a1,
real64 a2);
};
/*****************************************************************************/
/// \brief A 4-element vector.
class dng_vector_4: public dng_vector
{
public:
dng_vector_4 ();
dng_vector_4 (const dng_vector &v);
dng_vector_4 (real64 a0,
real64 a1,
real64 a2,
real64 a3);
};
/*****************************************************************************/
dng_matrix operator* (const dng_matrix &A,
const dng_matrix &B);
dng_vector operator* (const dng_matrix &A,
const dng_vector &B);
dng_matrix operator* (real64 scale,
const dng_matrix &A);
dng_vector operator* (real64 scale,
const dng_vector &A);
/*****************************************************************************/
dng_matrix operator+ (const dng_matrix &A,
const dng_matrix &B);
/*****************************************************************************/
dng_vector operator- (const dng_vector &a,
const dng_vector &b);
/*****************************************************************************/
dng_matrix Transpose (const dng_matrix &A);
/*****************************************************************************/
dng_matrix Invert (const dng_matrix &A);
dng_matrix Invert (const dng_matrix &A,
const dng_matrix &hint);
/*****************************************************************************/
inline real64 MaxEntry (const dng_matrix &A)
{
return A.MaxEntry ();
}
inline real64 MaxEntry (const dng_vector &A)
{
return A.MaxEntry ();
}
/*****************************************************************************/
inline real64 MinEntry (const dng_matrix &A)
{
return A.MinEntry ();
}
inline real64 MinEntry (const dng_vector &A)
{
return A.MinEntry ();
}
/*****************************************************************************/
real64 Dot (const dng_vector &a,
const dng_vector &b);
/*****************************************************************************/
real64 Distance (const dng_vector &a,
const dng_vector &b);
/*****************************************************************************/
#endif
/*****************************************************************************/