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/*****************************************************************************/
// Copyright 2006-2008 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.
/*****************************************************************************/

/* $Id: //mondo/dng_sdk_1_4/dng_sdk/source/dng_matrix.h#2 $ */ 
/* $DateTime: 2012/07/31 22:04:34 $ */
/* $Change: 840853 $ */
/* $Author: tknoll $ */

/** \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;
			
		real64 MaxEntry () const;
		
		real64 MinEntry () const;

		void Scale (real64 factor);
			
		void Round (real64 factor);
		
		void SafeRound (real64 factor);

	};
	
/*****************************************************************************/

/// \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 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_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 ();
	}
					  
/*****************************************************************************/

#endif
	
/*****************************************************************************/