Class SbMatrix
Matrices
The Open Inventor API uses the convention that positions and directions in 3D space are represented by row vectors. Therefore, to apply a transform matrix, the vector is post-multiplied by the matrix as shown in the following figure. Many mathematics and computer graphics books use column vector notation, however there is no functional difference between these two approaches.
Note that the commonly used terms "row major" and "column major" refer to the storage order of the matrix components in memory. This has nothing to do with how you use matrices and vectors with the Open Inventor API. Internally Open Inventor uses the same storage order as OpenGL to allow matrices to be passed efficiently to/from the GPU. When using the Open Inventor API just remember that positions are row vectors, as shown here.
[X' Y' Z' 1] = [X Y Z 1] * | m11 m12 m13 m14 | | m21 m22 m23 m24 | | m31 m32 m33 m34 | | m41 m42 m43 m44 |
Some common 4x4 transform matrices look like this:
Identity | 1 0 0 0 | Translate | 1 0 0 0 | Scale | Sx 0 0 0 | RotateX | 1 0 0 0 | | 0 1 0 0 | | 0 1 0 0 | | 0 Sy 0 0 | | 0 cosT -sinT 0 | | 0 0 1 0 | | 0 0 1 0 | | 0 0 Sz 0 | | 0 sinT cosT 0 | | 0 0 0 1 | | Tx Ty Tz 1 | | 0 0 0 1 | | 0 0 0 1 |
Therefore, to create a translation matrix you could initialize the SbMatrix
object like this (or you could simply use the setTranslate()
convenience method):
SbMatrix( 1,0,0,0, 0,1,0,0, 0,0,1,0, Tx,Ty,Tz,1 )
For convenience SbMatrix
allows its values to be accessed using 2D array syntax, like this:
value = matrix.getElement( row, column );
For example, the translation X, Y, Z values in the above example can be retrieved using:
Tx = matrix[3][0] // Row 3, Column 0 Ty = matrix[3][1] // Row 3, Column 1 Tz = matrix[3][2] // Row 3, Column 2
Multiplying points
Points (positions in 3D space) are transformed by post-multiplying the row vector with the transform matrix like this:
If you need to transform a point by a matrix use theP' = P * M
multVecMatrix()
method as shown here: Note that it is safe to use the sameSbMatrix M; SbVec3f src; SbVec3f dst = M.multVecMatrix( src );
SbVec3f
object as both src and dst.
In SbViewVolume
, for example, the projectToScreen() method first calls the getMatrix() method to get the combined model/view/projection matrix, then calls that object's multVecMatrix()
method to transform the 3D point into normalized clipping space (-1 to 1). (It then does one more step to convert that position to 0..1 normalized screen space but that's not important here.)
Multiplying directions
Vectors that represent a direction in 3D space rather than a position, for example surface normal vectors for geometry, can also be transformed. But in this case the translation portion of the matrix (if any) must not be used. For example, if a matrix contains the translation [10, 20, 30], then transforming the normal vector [0, 0, 1] using multVecMatrix()
would produce the result [10, 20, 31]. However the correct result is still [0, 0, 1] because translation has no meaning for a direction vector. The method multDirMatrix()
is provided to transform direction vectors ignoring the translation portion of the matrix.
Generally normals should be transformed by the inverse transpose of the matrix. See standard computer graphic references for the explanation.
However note that if the matrix is orthonormal, i.e. purely rotational with no scaling or shearing, then the inverse transpose is the same as the original matrix and it is not necessary to compute the inverse transpose.SbMatrix M; SbVec3f src; SbVec3f dst = M.transpose().inverse().multDirMatrix( src );
Multiplying matrices
A series of transforms, for example scale, rotate and translate can be combined into a single transform matrix by multiplying the matrices together. The result of such a multiplication is order dependent. Using the row vector convention, we can say that transforms are applied from "left to right". We normally want scaling applied first, then rotation, then translation, as shown here:
P' = P * S * R * T
So we would build the combined transform matrix M from scale, rotate and translate matrices S, R and T like this:
M = S * R * T
Note that convenience nodes like SoTransform
do this (combine the scale, rotate and translate) for you automatically. So you don't necessarily need to remember all the details.
If you need to combine matrices yourself, you can use the multLeft()
or multRight()
method to multiple each matrix with the combined matrix. The name "multLeft" means to pre-multiply the SbMatrix
object with the specified SbMatrix
parameter, so we would combine the matrices like this:
Note thatSbMatrix M, S, R, T; M = T; M.multLeft( R ); M.multLeft( S );
multLeft()
overwrites the matrix currently in the SbMatrix
object. So usually (as shown) you will start by making a copy of the first matrix as the starting point for accumulation.
The name "multRight" means to post-multiply the SbMatrix
object with the specified SbMatrix
parameter. So we would combine the matrices like this:
Note thatSbMatrix M, S, R, T; M = S; M.multRight( R ); M.multRight( T );
multRight()
also overwrites the matrix currently in the SbMatrix
object. So usually (as shown) you will start by making a copy of the first matrix as the starting point for accumulation.
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Nested Class Summary
Nested ClassesModifier and TypeClassDescriptionstatic class
static class
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Field Summary
Fields -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionReturns the translation, rotation, scale, and scale orientation components of the matrix.Decomposes the matrix into a translation, rotation, scale, and scale orientation.float
det3()
Returns determinant of upper-left 3x3 submatrix.float
det3
(int r1, int r2, int r3, int c1, int c2, int c3) Returns determinant of 3x3 submatrix composed of given row and column indices (0-3 for each).float
det4()
Returns determinant of entire matrix.boolean
Equality comparison within given tolerance, for each component.boolean
factor()
Factors a matrix m into 5 pieces: m = r s r^ u t, where r^ means transpose of r, and r and u are rotations, s is a scale, and t is a translation.float[]
getColumn
(int col) Gets a column of this matrix.float
getElement
(int row, int column) Gets the value at the specified row and column of this matrix.float[]
getRow
(int row) Gets a row of this matrix.float[]
getValue()
float
getValueAt
(int index) static SbMatrix
identity()
Returns an identity matrix.inverse()
Returns inverse of matrix.boolean
Returns true if the matrix is invertible.void
Sets matrix to be identity.multDirMatrix
(SbVec3f src) Pre-multiplies the matrix by the given row vector, giving vector result.void
Post-multiplies the matrix by the given matrix (equivalent tomultRight()
method).Pre-multiplies matrix by the given matrix.multLineMatrix
(SbLine src) Multiplies the given line's origin by the matrix, and the line's direction by the rotation portion of the matrix.multMatrixVec
(SbVec3f src) Post-multiplies matrix by the given column vector, giving a 3D vector result.multMatrixVec4
(SbVec3f src) Posts-multiplies matrix by the given column vector, giving vector result in homogeneous coordinates.Post-multiplies the matrix by the given matrix.multVec4Matrix
(SbVec3f src) Pre-multiplies matrix by the given row vector, giving vector result in homogeneous coordinates.multVecMatrix
(SbVec3f src) Pre-multiplies matrix by the given row vector, giving a 3D vector result.void
Scales this matrice by the given vector.void
setElement
(int row, int column, float value) Sets the value at the specified row and column of this matrix.void
Sets matrix to rotate by given rotation.void
setScale
(float s) Sets matrix to scale by given uniform factor.void
Sets matrix to scale by given vector.void
setTransform
(SbVec3f t, SbRotation r, SbVec3f s) Composes the matrix based on a translation, rotation, and scale.void
setTransform
(SbVec3f t, SbRotation r, SbVec3f s, SbRotation so) Composes the matrix based on a translation, rotation, scale, and orientation for scale.void
setTransform
(SbVec3f translation, SbRotation rotation, SbVec3f scaleFactor, SbRotation scaleOrientation, SbVec3f center) Composes the matrix based on a translation, rotation, scale, orientation for scale, and center.void
Sets matrix to translate by given vector.setValue
(float[] components) setValue
(float[] components, int startIndex) setValue
(float c0, float c1, float c2, float c3, float c4, float c5, float c6, float c7, float c8, float c9, float c10, float c11, float c12, float c13, float c14, float c15) void
void
Sets value from a double precision matrix.void
setValueAt
(int index, float value) Multiplies two matrices, returning a matrix result.Multiply matrix by given vector.static SbMatrix[]
toArray
(long nativeArray, long length) void
Translates this matrice by the given vector.Returns transpose of matrix.
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Field Details
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array
public final float[] array
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Constructor Details
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SbMatrix
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SbMatrix
public SbMatrix(float[] components) -
SbMatrix
public SbMatrix() -
SbMatrix
public SbMatrix(float c0, float c1, float c2, float c3, float c4, float c5, float c6, float c7, float c8, float c9, float c10, float c11, float c12, float c13, float c14, float c15)
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Method Details
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getRow
public float[] getRow(int row) Gets a row of this matrix.- Returns:
- an array of 4 floats.
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getColumn
public float[] getColumn(int col) Gets a column of this matrix.- Returns:
- an array of 4 floats.
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setElement
public void setElement(int row, int column, float value) Sets the value at the specified row and column of this matrix. -
getElement
public float getElement(int row, int column) Gets the value at the specified row and column of this matrix. -
getValue
public float[] getValue() -
getValueAt
public float getValueAt(int index) -
setValue
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setValue
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setValue
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setValue
public SbMatrix setValue(float c0, float c1, float c2, float c3, float c4, float c5, float c6, float c7, float c8, float c9, float c10, float c11, float c12, float c13, float c14, float c15) -
setValueAt
public void setValueAt(int index, float value) -
isInvertible
public boolean isInvertible()Returns true if the matrix is invertible. -
equals
Equality comparison within given tolerance, for each component. -
identity
Returns an identity matrix. -
toArray
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times
Multiply matrix by given vector. Return m * v -
multiply
Post-multiplies the matrix by the given matrix (equivalent tomultRight()
method). Matrix is replaced by the resulting matrix. -
times
Multiplies two matrices, returning a matrix result. -
scale
Scales this matrice by the given vector. -
equals
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setTransform
Composes the matrix based on a translation, rotation, and scale. A scale orientation value of (0,0,0,1) is used. The center point for scaling and rotation is (0,0,0). -
setTransform
Composes the matrix based on a translation, rotation, scale, and orientation for scale. The scaleOrientation chooses the primary axes for the scale. The center point for scaling and rotation is (0,0,0). -
setTransform
public void setTransform(SbVec3f translation, SbRotation rotation, SbVec3f scaleFactor, SbRotation scaleOrientation, SbVec3f center) Composes the matrix based on a translation, rotation, scale, orientation for scale, and center. The scaleOrientation chooses the primary axes for the scale. The center is the center point for scaling and rotation. -
transpose
Returns transpose of matrix. Matrix is not modified. -
setTranslate
Sets matrix to translate by given vector. -
decompose
Decomposes the matrix into a translation, rotation, scale, and scale orientation. Any projection information is discarded. The decomposition depends upon choice of center point for rotation and scaling, which is optional as the last parameter. Note that if the center is 0, decompose() is the same asfactor()
where t is translation, u is rotation, s is scaleFactor, and r is scaleOrientation. -
det4
public float det4()Returns determinant of entire matrix. -
det3
public float det3()Returns determinant of upper-left 3x3 submatrix. -
det3
public float det3(int r1, int r2, int r3, int c1, int c2, int c3) Returns determinant of 3x3 submatrix composed of given row and column indices (0-3 for each). -
factor
Factors a matrix m into 5 pieces: m = r s r^ u t, where r^ means transpose of r, and r and u are rotations, s is a scale, and t is a translation. Any projection information is returned in proj. -
translate
Translates this matrice by the given vector. -
decompose
Returns the translation, rotation, scale, and scale orientation components of the matrix. -
inverse
Returns inverse of matrix. Results are undefined for singular matrices. Uses LU decomposition.
Matrix is not modified. -
multVec4Matrix
Pre-multiplies matrix by the given row vector, giving vector result in homogeneous coordinates. Use this method to transform a point (position vector).
UsemultDirMatrix()
to transform a normal (direction vector). -
multMatrixVec4
Posts-multiplies matrix by the given column vector, giving vector result in homogeneous coordinates. -
setValue
Sets value from a double precision matrix. -
multDirMatrix
Pre-multiplies the matrix by the given row vector, giving vector result. src is assumed to be a direction vector, so translation part of matrix is ignored.Note: If you need to transform surface points and normal vectors by a matrix, call
multVecMatrix()
for the points and callmultDirMatrix()
for the normals. Generally normals should be transformed by the inverse transpose of the matrix. However note that the inverse transpose is equal to the original matrix if the matrix is orthonormal, i.e. purely rotational with no scaling or shearing. -
multLineMatrix
Multiplies the given line's origin by the matrix, and the line's direction by the rotation portion of the matrix. -
multVecMatrix
Pre-multiplies matrix by the given row vector, giving a 3D vector result. The intermediate homogeneous (vec4) value is converted to 3D by dividing the X, Y and Z components by W.Use this method to transform a point (position vector).
UsemultDirMatrix()
to transform a normal (direction vector). -
setScale
public void setScale(float s) Sets matrix to scale by given uniform factor. -
multRight
Post-multiplies the matrix by the given matrix. Matrix is replaced by the result. -
setScale
Sets matrix to scale by given vector. -
multLeft
Pre-multiplies matrix by the given matrix. Matrix is replaced by the result. -
makeIdentity
public void makeIdentity()Sets matrix to be identity. -
multMatrixVec
Post-multiplies matrix by the given column vector, giving a 3D vector result. The intermediate homogeneous (vec4) value is converted to 3D by dividing the X, Y and Z components by W. -
setRotate
Sets matrix to rotate by given rotation.
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