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    The Transformation Matrix

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    • W Offline
      Whaat
      last edited by

      Hi Jim,

      I wrote this snippet of code a long time ago for SkIndigo. It should help you a bit. I remember that extracting these values from the transformation array was pretty confusing.

      trans=trans.to_a
      
      scalex=Math.sqrt(trans[0]**2+trans[1]**2+trans[2]**2)
      scaley=Math.sqrt(trans[4]**2+trans[5]**2+trans[6]**2)
      scalez=Math.sqrt(trans[8]**2+trans[9]**2+trans[10]**2)
      			
      scale=scalex
      scale=scaley if scaley>scale
      scale=scalez if scalez>scale
      
      out.print "			<pos>#{trans[12]} #{trans[13]} #{trans[14]}</pos>\n"
      out.print "			<scale>#{scale}</scale>\n"	
      out.print "			<rotation>\n"
      out.print "				<matrix>\n"
      out.print "					#{trans[0]/scalex} #{trans[4]/scaley} #{trans[8]/scalez} #{trans[1]/scalex} #{trans[5]/scaley} #{trans[9]/scalez} #{trans[2]/scalex} #{trans[6]/scaley} #{trans[10]/scalez}\n"
      out.print "				</matrix>\n"
      out.print "			</rotation>\n"
      

      Since Indigo only supports uniform scaling, I decided to find the maximum scale of the object in the X,Y, or Z direction and then use that exported scale value.

      SketchUp Plugins for Professionals

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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.

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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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