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    Matrix Multiplication in C[++]

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    • thomthomT Offline
      thomthom
      last edited by

      transformation * transformation works.

      The docs says

      @unknownuser said:

      point1
      A Point3d, Vector3d, or Transformation object.

      Thomas Thomassen β€” SketchUp Monkey & Coding addict
      List of my plugins and link to the CookieWare fund

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      • M Offline
        MartinRinehart
        last edited by

        @thomthom said:

        transformation * transformation works.

        The docs says

        @unknownuser said:

        point1
        A Point3d, Vector3d, or Transformation object.

        Blind me! Many thanks.

        Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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        • M Offline
          MartinRinehart
          last edited by

          Blind me? Maybe it was, "Lucky me."

          Transformation * Transformation multiplies the 3x3 rotation/scale matrix. It does not handle location. My code multiplies the 4x4 matrices. Here are the results:

          09.jpg

          xform:
          1.0, 0.0, 0.0, 0.0 0.0, 1.0, 0.0, 0.0 0.0, 0.0, 1.0, 0.0 20.0, 0.0, 0.0, 1.0

          Asked for Transformation.rotation( [0,0,0], [0,1,0], 30 ). Got:

          0.866025403784439, 0.0, -0.5, 0.0 0.0, 1.0, 0.0, 0.0 0.5, 0.0, 0.866025403784439, 0.0 0.0, 0.0, 0.0, 1.0

          Used Transformation * Transformation, then move!().

          10.jpg

          xform:
          0.866025403784439, 0.0, -0.5, 0.0 0.0, 1.0, 0.0, 0.0 0.5, 0.0, 0.866025403784439, 0.0 20.0, 0.0, 0.0, 1.0

          Not my idea of rotating around the origin. So I tried again, using my own matrix multiplication:

          11.jpg

          xform:
          0.866025403784439, 0.0, -0.5, 0.0 0.0, 1.0, 0.0, 0.0 0.5, 0.0, 0.866025403784439, 0.0 17.3205080756888, 0.0, -10, 1.0

          My own version appears to rotate around the origin.

          Anybody wanting to fiddle with this, here's a little Matrix class. You create a Matrix with Matrix.new( nrows, ncols, [array of values] ). From a Transformation, that's Matrix.new( 4, 4, xform.to_a() ). Individual values may be retrieved by subscripting: m1[3,3] is the global scale factor, Wt. You multiply by multiplying: m1 * m2. ( instance_xform * new_xform. It's not commutative.)

          class Matrix
          =begin
          You can multiply one matrix by another with this class.
          
          In m1 * m2, the number of rows in m1 must equal the number of columns in m2. This code does absolutely no checking. Program must check sizes before calling this code! (Application herein; square matrices of equal size, where this is not an issue.) 
          =end
              
              attr_reader ;nrows, ;ncols, ;values
              
              def initialize( nrows, ncols, values )
                  @nrows = nrows
                  @ncols = ncols
                  @values = values
              end # of initialize()
              
              def * ( m2 )
                  vals = []
                  for r in 0..(@nrows-1)
                      for c in 0..(m2.ncols-1)
                          vals.push( row_col(row( r ), m2.col( c )) )
                      end
                  end
                  return Matrix.new( @nrows, m2.ncols, vals )
              end # of *()
          
              def [] ( row, col )
                  return @values[ row * @ncols + col ]
              end # of []()
              
              def col( c )
                  ret = []
                  for r in 0..(@nrows-1)
                      ret.push( @values[r*@ncols + c] )
                  end
                  return ret
              end # of col()
          
              def row( r )
                  start = r * @ncols
                  return @values[ start .. (start + @ncols - 1) ]
              end # of row()
              
              def row_col( row, col )
                  ret = 0
                  for i in 0..(row.length()-1)
                      ret += row[ i ] * col[ i ]
                  end
                  return ret
              end
              
              def inspect()
                  ret = ''
                  for r in 0..(@nrows-1)
                      for c in 0..(@ncols-1)
                          ret += self[r, c].to_s
                          ret += ', ' if c < (@ncols-1)
                      end
                      ret += "\n"
                  end
                  return ret
              end # of inspect()
              
          end # of class Matrix
          
          

          Anybody not believing what I say (that included me!) is invited to try for themselves.

          Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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          • Chris FullmerC Offline
            Chris Fullmer
            last edited by

            I have not read much of this thread yet, just enough to see that you can multiply a transformation by a point3d?????

            That might be the missing link for moving an object to a specified point, retaining scale/rotation and not having to tweak the matrix manually. I'll investigate that, along with Martin's code later tonight if all goes well,

            Chris - I'm excited about this development.

            Lately you've been tan, suspicious for the winter.
            All my Plugins I've written

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            • Chris FullmerC Offline
              Chris Fullmer
              last edited by

              Nope, my mistake. Now that i've had a chance to look at it, and think it through, multiplying a transformation by a point 3d moves the transformation by the vector defined by the point at the component axis to the point specified.

              I guess my prefered way to translate to a specific point is still done be finding the vector to that point from the given point and then .transform! to that point.

              Chris

              Now its time to read Martin's post thoroughly.

              Lately you've been tan, suspicious for the winter.
              All my Plugins I've written

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              • M Offline
                MartinRinehart
                last edited by

                My third screenshot could have been clearer. This is an elaboration:

                12.jpg

                Author, Edges to Rubies - The Complete SketchUp Tutorial at http://www.MartinRinehart.com/models/tutorial.

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                • PixeroP Offline
                  Pixero
                  last edited by

                  This is what I learned when I wrote my MentalRay transformation matrix plugin.
                  Maybe this info can be of some help:

                  A transformation matrix is made of these components and multipled in the following order:

                  Scale pivot point: point around which scales are performed [Sp]

                  Scale: scaling about x, y, z axes [S]

                  Shear: shearing in xy, xz, yx [Sh]

                  Scale pivot translation: translation introduced to preserve existing scale transformations when moving pivot.
                  This is used to prevent the object from moving when the objects pivot point is not at the origin and a non-unit scale is applied to the object [St].

                  Rotate pivot: point point about which rotations are performed [Rp]

                  Rotation orientation: rotation to orient local rotation space [Ro]

                  Rotation: rotation [R]

                  Rotate pivot translation: translation introduced to preserve exisiting rotate transformations when moving pivot.
                  This is used to prevent the object from moving when the objects pivot point is not at the origin and the pivot is moved. [Rt]

                  Translate: translation in x, y, z axes [T]

                  The transformation matrix is then constructed as follows:

                  [Sp(Inverse)] x [S] x [Sh] x [Sp] x [St] x [Rp(Inverse)] x [Ro] x [R] x [Rp] x [Rt] x [T]

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                  • C Offline
                    cjthompson
                    last edited by

                    Can anyone explain why (transformation1 * transformation2) isn't the same as (transformation2 * transformation1)?

                    Anyways, it looks like if you use move!, you have two options, from a practical standpoint:
                    instance.move!(newTransformation*instance.transformation), which is essentially the same as (instance.transform!(newTransformation)) and
                    instance.move!(instance.transformation*newTransformation), which will apply the transformation according to the component's axes.

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                    • thomthomT Offline
                      thomthom
                      last edited by

                      @cjthompson said:

                      Can anyone explain why (transformation1 * transformation2) isn't the same as (transformation2 * transformation1)?

                      +1

                      Thomas Thomassen β€” SketchUp Monkey & Coding addict
                      List of my plugins and link to the CookieWare fund

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                      • Chris FullmerC Offline
                        Chris Fullmer
                        last edited by

                        I like those lines of code Chris, I want to test those later tonight.

                        Chris

                        Lately you've been tan, suspicious for the winter.
                        All my Plugins I've written

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