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    The Transformation Matrix

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    • PixeroP Offline
      Pixero
      last edited by

      I'm certainly no expert but I wrote a MentalRay shader for Maya once that uses the transformation Matrix to position scale and rotate a texture. If you really want to learn it there is an exellent book called Complete Maya Programming volume 2 that explains in detail every thing about matrices and more. Not just for Maya.

      I'll try to make a very short explanation if I can remember it right.

      1 0 0
      0 1 0
      0 0 1
      

      The 1's is the x, y, z scale.

      
      1 0 0
      0 cos(rx) sin(rx)
      0 -sin(rx cos(rx)
      
      

      X axis rotation.

      
      cos(ry) 0 -sin(ry)
      0 1 0
      sin(ry) 0 cos(ry)
      
      

      Y axis rotation.

      
      cos(rz sin(rz) 0
      -sin(rz) cos(rz) 0
      0 0 1
      

      Z axis rotation.

      Feel free to have a look at the source code for my JS_Place3dTexture shader at my site: http://www.pixero.com.
      Mental Ray section.

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      • R Offline
        remus
        last edited by

        I know a bit about matrices and transformation matrices.

        Have you read the wiki article jim? Thatll be a good place to start to get the general idea about how matrices behave.

        I'll do a quick word document with an explanation of them, give us 30 mins or so.

        EDIT: just reread your post and im not sure how well any of the stuff i know will transfer over to ruby stuff, ill do it anyway πŸ˜„

        EDIT 2: i just realised what a large topic matrices are, and how long it would take to do a proper explanation. If you dont mind i wont do the word doc. Im happy to answer any queries you have about transformation matrices and matrices in general, though.

        http://remusrendering.wordpress.com/

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        • R Offline
          remus
          last edited by

          I dont think its possible to extract both the scale and rotation in matrix form, as each operation is defined by a separate matrix. These 2 matrices are then multiplied to give you the final transformation.

          To use a simple analogy, imagine we can define the final transformation as the number 12, trying to extract the scale and rotation is like saying "which numbers multiply to give us 12?" obviously theres a few different answers, so we cant say definitively.

          If you could find one though, say the scale of the enlargement, you could then find the rotation with a bit of matrix based jiggery pokery.

          http://remusrendering.wordpress.com/

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          • J Offline
            Jim
            last edited by

            So here's a bit of code to format the transformation array as a matrix. First, I should ask if I've got the matrix correct, or transposed?

            
            class Geom;;Transformation
              def to_matrix
                a = self.to_a
                f = "%8.3f"
                l = [f, f, f, f].join("  ") + "\n"
                str =  sprintf l,  a[0], a[1], a[2], a[3]
                str += sprintf l,  a[4], a[5], a[6], a[7]
                str += sprintf l,  a[8], a[9], a[10], a[11]
                str += sprintf l,  a[12], a[13], a[14], a[15]
                str 
              end
            end
            
            
            
            Geom;;Transformation.new.to_matrix
               1.000     0.000     0.000     0.000
               0.000     1.000     0.000     0.000
               1.000     0.000     1.000     0.000
               0.000     0.000     0.000     1.000
            
            
            

            A bit easier on the eyes. So what you see is the transformation matrix for a Group that is at the Origin, has no scaling, and no rotation.

            Now, let's move the Group to position (3, 4, 5):

            
               1.000     0.000     0.000     0.000
               0.000     1.000     0.000     0.000
               0.000     0.000     1.000     0.000
               3.000     4.000     5.000     1.000
            
            

            That's easy enough. Now move the Group back to the model Origin, and rotate it 45 deg around Z:

            
               0.707    -0.707     0.000     0.000
               0.707     0.707     0.000     0.000
               0.000     0.000     1.000     0.000
               0.000     0.000     0.000     1.000
            
            

            Now, I need a minute to make sense of that... although I recognize the relationship of 45 and 0.707... O.K. below is the same matrix with 4 sets labeled; p, v1, v2, and v3.

            
               v1[0.707    -0.707     0.000]   0.000
               v2[0.707     0.707     0.000]   0.000
               v3[0.000     0.000     1.000]   0.000
                p[0.000     0.000     0.000]   1.000
            
            

            The set labeled p is the Group's position in the model. The sets labeled v1, v2, and v3 represent the x, y, and z vectors for the Group. The following image [image 1] shows the physical representation of vectors v1, v2, and v3:

            Image 1

            And if this is correct, we should be able to simply take the length of the vectors v1, v2, and v3 to get the x, y, and z axis scale. Let's test... O.K. that seems logical and appears to give the correct results.

            So, for the getting the scale along each of the Group's axes, I get:

            
            class Geom;;Transformation
              def xscale; Geom;;Vector3d.new(self.to_a[0, 3]).length; end
              def yscale; Geom;;Vector3d.new(self.to_a[4, 3]).length; end
              def zscale; Geom;;Vector3d.new(self.to_a[8, 3]).length; end
            end
            
            

            Which is in agreement with Whaat's solution also (although he used the length of vector formula.)

            Note: this is a work in progress...

            Hi

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            • tbdT Offline
              tbd
              last edited by

              it still has bugs, but I am too sleepy now. maybe someone can see the problem with fresh eyes πŸ˜‰

              
              module Geom
                class Transformation
                  def scale_x;self.to_a[0..2].x;end
                  def scale_y;self.to_a[4..6].y;end
                  def scale_z;self.to_a[8..10].z;end
                  
                  def rot_x;180-Math.acos((xaxis*X_AXIS).y).radians;end
                  def rot_y;Math.acos((yaxis*Y_AXIS).x).radians;end    
                  def rot_z;180-Math.acos((zaxis*Z_AXIS).y).radians;end    
                end
              end
              
              t =  Sketchup.active_model.selection[0].transformation
              p "%s %s %s" % [t.rot_x, t.rot_y, t.rot_z]
              
              

              SketchUp Ruby Consultant | Podium 1.x developer
              http://plugins.ro

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              • C Offline
                CPhillips
                last edited by

                Could it also detect "flipped" transforms? When you do "flip along..." it does something to the transform. I never have been able to wrap my brain around it but AdamB wrote a explanation in this thread.

                301 Moved Permanently

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                (www.sketchucation.com)

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                • R Offline
                  remus
                  last edited by

                  In a standard matrix transformation any matrix which flips an object has a negative determinant, good bit about how to find the determinant of a matrix here.

                  http://remusrendering.wordpress.com/

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                  • Didier BurD Offline
                    Didier Bur
                    last edited by

                    Hi Jim,

                    Here's what I found:

                    module Math
                      def Math;;arcsin(x) 
                        x = x % 1
                        atan2(x,sqrt(1.0-x*x))
                      end
                    end
                    
                    class Geom;;Transformation
                      def identity
                        Geom;;Transformation.new([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1])
                      end
                    
                      def xscale
                        ((Geom;;Vector3d.new 1,0,0).transform! self).length
                      end
                    
                      def yscale
                        ((Geom;;Vector3d.new 0,1,0).transform! self).length
                      end
                    
                      def zscale
                        ((Geom;;Vector3d.new 0,0,1).transform! self).length
                      end
                    
                      def xrot
                        Sketchup.format_angle(Math.atan2(self.to_a[9],self.to_a[10]))
                      end
                    
                      def yrot
                        Sketchup.format_angle(-Math.arcsin(self.to_a[8]))
                      end
                    
                      def zrot
                        Sketchup.format_angle(Math.atan2(self.to_a[4],self.to_a[0]))
                      end
                    end
                    

                    Hope this helps,

                    DB

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                    • J Offline
                      Jim
                      last edited by

                      Didier, is your arcsin the same as Math::asin?

                      Hi

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                      • Didier BurD Offline
                        Didier Bur
                        last edited by

                        Yes β˜€

                        DB

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                        • J Offline
                          Jim
                          last edited by

                          Ok, good. I wasn't sure if asin was simply overlooked, or if you needed something different.

                          Hi

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