Xcode simd - issue with Translation and Rotation Matrix Example
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Not only is using column-major vs row-major counter-intuitive, Apple's documentation on "Working with Matrices" further exacerbates the confusion by their examples of "constructing" a "Translate Matrix" and a "Rotation Matrix" in 2D.
Translate Matrix Per Apple's Documentation ()
Translate A translate matrix takes the following form:
1 0 0
0 1 0
tx ty 1
The simd library provides constants for identity matrices (matrices
with ones along the diagonal, and zeros elsewhere). The 3 x 3 Float
identity matrix is matrix_identity_float3x3.
The following function returns a simd_float3x3 matrix using the
specified tx and ty translate values by setting the elements in an
identity matrix:
func makeTranslationMatrix(tx: Float, ty: Float) -> simd_float3x3 {
var matrix = matrix_identity_float3x3
matrix[0, 2] = tx
matrix[1, 2] = ty
return matrix
}
My Issue with it
The line of code matrix[0, 2] = tx
sets the value of the first column and the third row to tx
. let translationMatrix = makeTranslationMatrix(tx: 1, ty: 3)
and printing out the 2nd column print(translationMatrix.columns.2)
will yield float3(0.0, 0.0, 1.0)
. I am very confused regarding why it is the last row that contains the translation values, rather than the column. This convention is not used when using SCNMatrix4MakeTranslation
and creating a simd_float4x4
out of the SCNMatrix4
object.
var A = SCNMatrix4MakeTranslation(1,2,3)
var Asimd = simd_float4x4(A)
A.m41 // 1
A.m42 // 2
A.m43 // 3
A.m44 // 1
Asimd.columns.3 // float4(1.0, 2.0, 3.0, 1.0)
Both SCNMatrix4
and simd_float4x4
follow the column major naming convention. In the 2D example from Apple, it is the last row that contains the translation values, whereas with SCNMatrix4
and converting to simd_float4x4
, it is the last column that contains the translation values. Apple's example seems to be doing the same with the Rotation Matrices as well.
What am I missing?
matrix scenekit arkit simd
add a comment |
up vote
0
down vote
favorite
Not only is using column-major vs row-major counter-intuitive, Apple's documentation on "Working with Matrices" further exacerbates the confusion by their examples of "constructing" a "Translate Matrix" and a "Rotation Matrix" in 2D.
Translate Matrix Per Apple's Documentation ()
Translate A translate matrix takes the following form:
1 0 0
0 1 0
tx ty 1
The simd library provides constants for identity matrices (matrices
with ones along the diagonal, and zeros elsewhere). The 3 x 3 Float
identity matrix is matrix_identity_float3x3.
The following function returns a simd_float3x3 matrix using the
specified tx and ty translate values by setting the elements in an
identity matrix:
func makeTranslationMatrix(tx: Float, ty: Float) -> simd_float3x3 {
var matrix = matrix_identity_float3x3
matrix[0, 2] = tx
matrix[1, 2] = ty
return matrix
}
My Issue with it
The line of code matrix[0, 2] = tx
sets the value of the first column and the third row to tx
. let translationMatrix = makeTranslationMatrix(tx: 1, ty: 3)
and printing out the 2nd column print(translationMatrix.columns.2)
will yield float3(0.0, 0.0, 1.0)
. I am very confused regarding why it is the last row that contains the translation values, rather than the column. This convention is not used when using SCNMatrix4MakeTranslation
and creating a simd_float4x4
out of the SCNMatrix4
object.
var A = SCNMatrix4MakeTranslation(1,2,3)
var Asimd = simd_float4x4(A)
A.m41 // 1
A.m42 // 2
A.m43 // 3
A.m44 // 1
Asimd.columns.3 // float4(1.0, 2.0, 3.0, 1.0)
Both SCNMatrix4
and simd_float4x4
follow the column major naming convention. In the 2D example from Apple, it is the last row that contains the translation values, whereas with SCNMatrix4
and converting to simd_float4x4
, it is the last column that contains the translation values. Apple's example seems to be doing the same with the Rotation Matrices as well.
What am I missing?
matrix scenekit arkit simd
add a comment |
up vote
0
down vote
favorite
up vote
0
down vote
favorite
Not only is using column-major vs row-major counter-intuitive, Apple's documentation on "Working with Matrices" further exacerbates the confusion by their examples of "constructing" a "Translate Matrix" and a "Rotation Matrix" in 2D.
Translate Matrix Per Apple's Documentation ()
Translate A translate matrix takes the following form:
1 0 0
0 1 0
tx ty 1
The simd library provides constants for identity matrices (matrices
with ones along the diagonal, and zeros elsewhere). The 3 x 3 Float
identity matrix is matrix_identity_float3x3.
The following function returns a simd_float3x3 matrix using the
specified tx and ty translate values by setting the elements in an
identity matrix:
func makeTranslationMatrix(tx: Float, ty: Float) -> simd_float3x3 {
var matrix = matrix_identity_float3x3
matrix[0, 2] = tx
matrix[1, 2] = ty
return matrix
}
My Issue with it
The line of code matrix[0, 2] = tx
sets the value of the first column and the third row to tx
. let translationMatrix = makeTranslationMatrix(tx: 1, ty: 3)
and printing out the 2nd column print(translationMatrix.columns.2)
will yield float3(0.0, 0.0, 1.0)
. I am very confused regarding why it is the last row that contains the translation values, rather than the column. This convention is not used when using SCNMatrix4MakeTranslation
and creating a simd_float4x4
out of the SCNMatrix4
object.
var A = SCNMatrix4MakeTranslation(1,2,3)
var Asimd = simd_float4x4(A)
A.m41 // 1
A.m42 // 2
A.m43 // 3
A.m44 // 1
Asimd.columns.3 // float4(1.0, 2.0, 3.0, 1.0)
Both SCNMatrix4
and simd_float4x4
follow the column major naming convention. In the 2D example from Apple, it is the last row that contains the translation values, whereas with SCNMatrix4
and converting to simd_float4x4
, it is the last column that contains the translation values. Apple's example seems to be doing the same with the Rotation Matrices as well.
What am I missing?
matrix scenekit arkit simd
Not only is using column-major vs row-major counter-intuitive, Apple's documentation on "Working with Matrices" further exacerbates the confusion by their examples of "constructing" a "Translate Matrix" and a "Rotation Matrix" in 2D.
Translate Matrix Per Apple's Documentation ()
Translate A translate matrix takes the following form:
1 0 0
0 1 0
tx ty 1
The simd library provides constants for identity matrices (matrices
with ones along the diagonal, and zeros elsewhere). The 3 x 3 Float
identity matrix is matrix_identity_float3x3.
The following function returns a simd_float3x3 matrix using the
specified tx and ty translate values by setting the elements in an
identity matrix:
func makeTranslationMatrix(tx: Float, ty: Float) -> simd_float3x3 {
var matrix = matrix_identity_float3x3
matrix[0, 2] = tx
matrix[1, 2] = ty
return matrix
}
My Issue with it
The line of code matrix[0, 2] = tx
sets the value of the first column and the third row to tx
. let translationMatrix = makeTranslationMatrix(tx: 1, ty: 3)
and printing out the 2nd column print(translationMatrix.columns.2)
will yield float3(0.0, 0.0, 1.0)
. I am very confused regarding why it is the last row that contains the translation values, rather than the column. This convention is not used when using SCNMatrix4MakeTranslation
and creating a simd_float4x4
out of the SCNMatrix4
object.
var A = SCNMatrix4MakeTranslation(1,2,3)
var Asimd = simd_float4x4(A)
A.m41 // 1
A.m42 // 2
A.m43 // 3
A.m44 // 1
Asimd.columns.3 // float4(1.0, 2.0, 3.0, 1.0)
Both SCNMatrix4
and simd_float4x4
follow the column major naming convention. In the 2D example from Apple, it is the last row that contains the translation values, whereas with SCNMatrix4
and converting to simd_float4x4
, it is the last column that contains the translation values. Apple's example seems to be doing the same with the Rotation Matrices as well.
What am I missing?
matrix scenekit arkit simd
matrix scenekit arkit simd
asked Nov 22 at 17:20
oneiros
1,84083253
1,84083253
add a comment |
add a comment |
1 Answer
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1
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This can be confusing, yes.
The documentation you mentions makes the following computation:
let translatedVector = positionVector * translationMatrix
Note that the matrix is on the right side of the multiplication.
You are probably used to the notation b = M * a
but if you take the transpose you get b' = a' * M'
which is what the sample does.
In SIMD there's no way to differentiate a vector from its transpose (b
from b'
) and the library allows you to make the multiplication in both ways:
static simd_float3 SIMD_CFUNC simd_mul(simd_float3x3 __x, simd_float3 __y);
static simd_float3 SIMD_CFUNC simd_mul(simd_float3 __x, simd_float3x3 __y) { return simd_mul(simd_transpose(__y), __x); }
That explains a lot - however, I am not sure I understand the statement "In SIMD there's no way to differentiate a vector from its transpose (b from b')" - what exactly do you mean? I expect SIMD will multiply any matrices you specify, as long as the dimensions agree. Are you telling me that if initially the dimensions don't agree like a4x4 times 1x4
matrix it will try to automatically transpose the second and turn it into a4x4 times 4x1 = 4x1
?
– oneiros
Nov 23 at 15:53
1
In SIMD there's no difference betweenmat4x1
andmat1x4
, they are bothvec4
. As a result the samevec4
variable can be used on both sides of the multiplication, so you have to be extra cautious about the convention you use.
– mnuages
Nov 23 at 16:18
add a comment |
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1 Answer
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active
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1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
1
down vote
accepted
This can be confusing, yes.
The documentation you mentions makes the following computation:
let translatedVector = positionVector * translationMatrix
Note that the matrix is on the right side of the multiplication.
You are probably used to the notation b = M * a
but if you take the transpose you get b' = a' * M'
which is what the sample does.
In SIMD there's no way to differentiate a vector from its transpose (b
from b'
) and the library allows you to make the multiplication in both ways:
static simd_float3 SIMD_CFUNC simd_mul(simd_float3x3 __x, simd_float3 __y);
static simd_float3 SIMD_CFUNC simd_mul(simd_float3 __x, simd_float3x3 __y) { return simd_mul(simd_transpose(__y), __x); }
That explains a lot - however, I am not sure I understand the statement "In SIMD there's no way to differentiate a vector from its transpose (b from b')" - what exactly do you mean? I expect SIMD will multiply any matrices you specify, as long as the dimensions agree. Are you telling me that if initially the dimensions don't agree like a4x4 times 1x4
matrix it will try to automatically transpose the second and turn it into a4x4 times 4x1 = 4x1
?
– oneiros
Nov 23 at 15:53
1
In SIMD there's no difference betweenmat4x1
andmat1x4
, they are bothvec4
. As a result the samevec4
variable can be used on both sides of the multiplication, so you have to be extra cautious about the convention you use.
– mnuages
Nov 23 at 16:18
add a comment |
up vote
1
down vote
accepted
This can be confusing, yes.
The documentation you mentions makes the following computation:
let translatedVector = positionVector * translationMatrix
Note that the matrix is on the right side of the multiplication.
You are probably used to the notation b = M * a
but if you take the transpose you get b' = a' * M'
which is what the sample does.
In SIMD there's no way to differentiate a vector from its transpose (b
from b'
) and the library allows you to make the multiplication in both ways:
static simd_float3 SIMD_CFUNC simd_mul(simd_float3x3 __x, simd_float3 __y);
static simd_float3 SIMD_CFUNC simd_mul(simd_float3 __x, simd_float3x3 __y) { return simd_mul(simd_transpose(__y), __x); }
That explains a lot - however, I am not sure I understand the statement "In SIMD there's no way to differentiate a vector from its transpose (b from b')" - what exactly do you mean? I expect SIMD will multiply any matrices you specify, as long as the dimensions agree. Are you telling me that if initially the dimensions don't agree like a4x4 times 1x4
matrix it will try to automatically transpose the second and turn it into a4x4 times 4x1 = 4x1
?
– oneiros
Nov 23 at 15:53
1
In SIMD there's no difference betweenmat4x1
andmat1x4
, they are bothvec4
. As a result the samevec4
variable can be used on both sides of the multiplication, so you have to be extra cautious about the convention you use.
– mnuages
Nov 23 at 16:18
add a comment |
up vote
1
down vote
accepted
up vote
1
down vote
accepted
This can be confusing, yes.
The documentation you mentions makes the following computation:
let translatedVector = positionVector * translationMatrix
Note that the matrix is on the right side of the multiplication.
You are probably used to the notation b = M * a
but if you take the transpose you get b' = a' * M'
which is what the sample does.
In SIMD there's no way to differentiate a vector from its transpose (b
from b'
) and the library allows you to make the multiplication in both ways:
static simd_float3 SIMD_CFUNC simd_mul(simd_float3x3 __x, simd_float3 __y);
static simd_float3 SIMD_CFUNC simd_mul(simd_float3 __x, simd_float3x3 __y) { return simd_mul(simd_transpose(__y), __x); }
This can be confusing, yes.
The documentation you mentions makes the following computation:
let translatedVector = positionVector * translationMatrix
Note that the matrix is on the right side of the multiplication.
You are probably used to the notation b = M * a
but if you take the transpose you get b' = a' * M'
which is what the sample does.
In SIMD there's no way to differentiate a vector from its transpose (b
from b'
) and the library allows you to make the multiplication in both ways:
static simd_float3 SIMD_CFUNC simd_mul(simd_float3x3 __x, simd_float3 __y);
static simd_float3 SIMD_CFUNC simd_mul(simd_float3 __x, simd_float3x3 __y) { return simd_mul(simd_transpose(__y), __x); }
answered Nov 22 at 18:17
mnuages
9,26621329
9,26621329
That explains a lot - however, I am not sure I understand the statement "In SIMD there's no way to differentiate a vector from its transpose (b from b')" - what exactly do you mean? I expect SIMD will multiply any matrices you specify, as long as the dimensions agree. Are you telling me that if initially the dimensions don't agree like a4x4 times 1x4
matrix it will try to automatically transpose the second and turn it into a4x4 times 4x1 = 4x1
?
– oneiros
Nov 23 at 15:53
1
In SIMD there's no difference betweenmat4x1
andmat1x4
, they are bothvec4
. As a result the samevec4
variable can be used on both sides of the multiplication, so you have to be extra cautious about the convention you use.
– mnuages
Nov 23 at 16:18
add a comment |
That explains a lot - however, I am not sure I understand the statement "In SIMD there's no way to differentiate a vector from its transpose (b from b')" - what exactly do you mean? I expect SIMD will multiply any matrices you specify, as long as the dimensions agree. Are you telling me that if initially the dimensions don't agree like a4x4 times 1x4
matrix it will try to automatically transpose the second and turn it into a4x4 times 4x1 = 4x1
?
– oneiros
Nov 23 at 15:53
1
In SIMD there's no difference betweenmat4x1
andmat1x4
, they are bothvec4
. As a result the samevec4
variable can be used on both sides of the multiplication, so you have to be extra cautious about the convention you use.
– mnuages
Nov 23 at 16:18
That explains a lot - however, I am not sure I understand the statement "In SIMD there's no way to differentiate a vector from its transpose (b from b')" - what exactly do you mean? I expect SIMD will multiply any matrices you specify, as long as the dimensions agree. Are you telling me that if initially the dimensions don't agree like a
4x4 times 1x4
matrix it will try to automatically transpose the second and turn it into a 4x4 times 4x1 = 4x1
?– oneiros
Nov 23 at 15:53
That explains a lot - however, I am not sure I understand the statement "In SIMD there's no way to differentiate a vector from its transpose (b from b')" - what exactly do you mean? I expect SIMD will multiply any matrices you specify, as long as the dimensions agree. Are you telling me that if initially the dimensions don't agree like a
4x4 times 1x4
matrix it will try to automatically transpose the second and turn it into a 4x4 times 4x1 = 4x1
?– oneiros
Nov 23 at 15:53
1
1
In SIMD there's no difference between
mat4x1
and mat1x4
, they are both vec4
. As a result the same vec4
variable can be used on both sides of the multiplication, so you have to be extra cautious about the convention you use.– mnuages
Nov 23 at 16:18
In SIMD there's no difference between
mat4x1
and mat1x4
, they are both vec4
. As a result the same vec4
variable can be used on both sides of the multiplication, so you have to be extra cautious about the convention you use.– mnuages
Nov 23 at 16:18
add a comment |
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