Workspace 6.21.5
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Object group containing a 3x3 matrix of floating point numbers. More...
#include <Mesh/Geometry/matrix3x3group.h>
Public Member Functions | |
Matrix3x3Group () | |
Matrix3x3Group (const double m[]) | |
Matrix3x3Group (const Matrix3x3 &m) | |
Matrix3x3Group (const Matrix3x3Group &m) | |
Matrix3x3Group (double d00, double d01, double d02, double d10, double d11, double d12, double d20, double d21, double d22) | |
~Matrix3x3Group () override | |
bool | canSerialize () const override |
Matrix3x3Group * | clone () const override |
bool | load (const DataExecution::SerializedItem &item) override |
operator Matrix3x3 () const | |
double & | operator() (int i, int j) |
double | operator() (int i, int j) const |
Matrix3x3Group & | operator= (const Matrix3x3Group &m) |
bool | operator== (const Matrix3x3Group &m) const |
bool | save (DataExecution::SerializedItem &item) const override |
Public Member Functions inherited from Clonable | |
virtual | ~Clonable ()=default |
virtual Clonable * | clone () const =0 |
Public Member Functions inherited from Serialize | |
virtual | ~Serialize ()=default |
virtual bool | canSerialize () const =0 |
virtual bool | load (const SerializedItem &item)=0 |
virtual bool | save (SerializedItem &item) const =0 |
This class is meant to hold a 3x3 matrix. It would not be suitable for heavy-duty computation, but it has a conversion to Matrix3x3 which would be more suitable for that purpose.
Matrix3x3Group | ( | ) |
Matrix3x3Group | ( | const Matrix3x3Group & | m | ) |
Matrix3x3Group | ( | double | d00, |
double | d01, | ||
double | d02, | ||
double | d10, | ||
double | d11, | ||
double | d12, | ||
double | d20, | ||
double | d21, | ||
double | d22 | ||
) |
Matrix3x3Group | ( | const Matrix3x3 & | m | ) |
Matrix3x3Group | ( | const double | m[] | ) |
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override |
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overridevirtual |
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overridevirtual |
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overridevirtual |
item | Supplies the state to be loaded into this object. |
This function will load the state of this object from item. For many object types, this is most easily implemented in terms of the object's input operator (>>).
It would be reasonable for subclass implementations to assume that the data provided in item is in the same form as would have been saved from a call to save.
Implements Serialize.
operator Matrix3x3 | ( | ) | const |
double & operator() | ( | int | i, |
int | j | ||
) |
double operator() | ( | int | i, |
int | j | ||
) | const |
Matrix3x3Group & operator= | ( | const Matrix3x3Group & | m | ) |
bool operator== | ( | const Matrix3x3Group & | m | ) | const |
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overridevirtual |
item | Where to save the state of this object. |
This function will serialise the object by saving it to item. For most object types, this is most easily implemented in terms of the object's output operator (<<).
It is allowable for an object to only serialize part of itself. This would be useful if the data it represents has a set of defaults and only those values different to the defaults need to be serialized. Such an implementation then needs to be careful how it handles the complimentary load member function.
Implements Serialize.