Search Results

Search found 2093 results on 84 pages for 'sparse matrix'.

Page 4/84 | < Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • Trouble with Collada bones

    - by KyleT
    I have a Collada file with a rigged mesh. I've read the node tags in the library_visual_scenes tag and extracted the matrix for each node and stored everything in a hierarchical bone structure. My Matrix container is "row major", so I'd store the first float of a matrix tag in the 1st row, 1st column, the second in the 1st row, 2nd column, etc. From what I gather this is the Bind Pose Matrix. After that I went through the tag and extracted the float array in the source tag of the skin tag of the controller for the mesh. I stored each matrix from this float array in their corresponding Bone as the Inverse Bind Matrix. I also extracted the bind-shape-matrix and stored it. Now I'd like to draw the skeleton with OpenGL to see if everything is working correctly before I go about skinning. I iterate once over my bones and multiply a bone's Bind Pose Matrix by it's parents and store that. After that I iterate again over the bones and multiply the result of the previous matrix multiplication by the Inverse Bind Matrix and then by the Bind Shape Matrix. The results look something like this: [0.2, 9.2, 5.8, 1.2 ] [4.6, -3.3, -0.2, -0.1 ] [-1.8, 0.2, -4.2, -3.9 ] [0, 0, 0, 1 ] I've had to go to various sources to get the little understanding of Collada I have and books about 3d transform matricies can get pretty intense. I've hit a brick wall and if you could please read through this and see if there is something I'm doing wrong, and how I'd go about getting an X,Y,Z to draw a point for each of these joints once I've calculated the final transform, I'd really appreciate it.

    Read the article

  • How do I create weapon attachments?

    - by Tron86
    My question is; I am developing a game for XNA and I am trying to create a weapon attachment for my player model. My player model loads the .md3 format and reads tags for attachment points. I am able to get the tag of my model's hand. And I am also able to get the tag of my weapon's handle. Each tag I am able to get the rotation and position of and this is how I am calculating it: Model.worldMatrix = Matrix.CreateScale(Model.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * Matrix.CreateRotationY(MathHelper.PiOver2); Pretty simple, the player model has a scale and its orientation(it loads on its side so I just use a 90 degree X axis rotation, and a Y axis rotation to face away from the camera). I then calculate the torso tag on the lower body, which gives me a local coordinate at the waist. Then I take that matrix and calculate the tag_weapon in the upper body. This gives me the hand position in local space. I also get the rotation matrix from that tag that I store for later use. All this seems to work fine. Now I move onto my weapon: Matrix weaponWorld = Matrix.CreateScale(CurrentWeapon.scale) * Matrix.CreateRotationX(-MathHelper.PiOver2) * TagRotationMatrix * Matrix.CreateTranslation(HandTag.Position) * Matrix.CreateRotationY(PlayerRotation) * Matrix.CreateTranslation(CollisionBody.Position) * You may notice the weapon matrix gets rotated by 90 degress on the X axis as well. This is because they load in on their sides. Once again this seems pretty simple and follows the SRT order I keep reading about. My TagRotation matrix is the hand's rotation. HandTag.Position is its position in local space. CreateRotationY(PlayerRotation) is the player's rotation in world space, and the CollisionBody.Position is the player's world location. Everything seems to be in order, and almost works in game. However when the gun spawns and follows the player's hand it seems to be flipped on an axis every couple frames. Almost like the X or Y axis is being inversed then put right back. Its hard to explain and I am totally stumped. Even removing all my X axis fixes does nothing to solve the problem. Hopefully I explained everything enough as I am a bit new to this! Thanks!

    Read the article

  • Displaying an image on a LED matrix with a Netduino

    - by Bertrand Le Roy
    In the previous post, we’ve been flipping bits manually on three ports of the Netduino to simulate the data, clock and latch pins that a shift register expected. We did all that in order to control one line of a LED matrix and create a simple Knight Rider effect. It was rightly pointed out in the comments that the Netduino has built-in knowledge of the sort of serial protocol that this shift register understands through a feature called SPI. That will of course make our code a whole lot simpler, but it will also make it a whole lot faster: writing to the Netduino ports is actually not that fast, whereas SPI is very, very fast. Unfortunately, the Netduino documentation for SPI is severely lacking. Instead, we’ve been reliably using the documentation for the Fez, another .NET microcontroller. To send data through SPI, we’ll just need  to move a few wires around and update the code. SPI uses pin D11 for writing, pin D12 for reading (which we won’t do) and pin D13 for the clock. The latch pin is a parameter that can be set by the user. This is very close to the wiring we had before (data on D11, clock on D12 and latch on D13). We just have to move the latch from D13 to D10, and the clock from D12 to D13. The code that controls the shift register has slimmed down considerably with that change. Here is the new version, which I invite you to compare with what we had before: public class ShiftRegister74HC595 { protected SPI Spi; public ShiftRegister74HC595(Cpu.Pin latchPin) : this(latchPin, SPI.SPI_module.SPI1) { } public ShiftRegister74HC595(Cpu.Pin latchPin, SPI.SPI_module spiModule) { var spiConfig = new SPI.Configuration( SPI_mod: spiModule, ChipSelect_Port: latchPin, ChipSelect_ActiveState: false, ChipSelect_SetupTime: 0, ChipSelect_HoldTime: 0, Clock_IdleState: false, Clock_Edge: true, Clock_RateKHz: 1000 ); Spi = new SPI(spiConfig); } public void Write(byte buffer) { Spi.Write(new[] {buffer}); } } All we have to do here is configure SPI. The write method couldn’t be any simpler. Everything is now handled in hardware by the Netduino. We set the frequency to 1MHz, which is largely sufficient for what we’ll be doing, but it could potentially go much higher. The shift register addresses the columns of the matrix. The rows are directly wired to ports D0 to D7 of the Netduino. The code writes to only one of those eight lines at a time, which will make it fast enough. The way an image is displayed is that we light the lines one after the other so fast that persistence of vision will give the illusion of a stable image: foreach (var bitmap in matrix.MatrixBitmap) { matrix.OnRow(row, bitmap, true); matrix.OnRow(row, bitmap, false); row++; } Now there is a twist here: we need to run this code as fast as possible in order to display the image with as little flicker as possible, but we’ll eventually have other things to do. In other words, we need the code driving the display to run in the background, except when we want to change what’s being displayed. Fortunately, the .NET Micro Framework supports multithreading. In our implementation, we’ve added an Initialize method that spins a new thread that is tied to the specific instance of the matrix it’s being called on. public LedMatrix Initialize() { DisplayThread = new Thread(() => DoDisplay(this)); DisplayThread.Start(); return this; } I quite like this way to spin a thread. As you may know, there is another, built-in way to contextualize a thread by passing an object into the Start method. For the method to work, the thread must have been constructed with a ParameterizedThreadStart delegate, which takes one parameter of type object. I like to use object as little as possible, so instead I’m constructing a closure with a Lambda, currying it with the current instance. This way, everything remains strongly-typed and there’s no casting to do. Note that this method would extend perfectly to several parameters. Of note as well is the return value of Initialize, a common technique to add some fluency to the API and enabling the matrix to be instantiated and initialized in a single line: using (var matrix = new LedMS88SR74HC595().Initialize()) The “using” in the previous line is because we have implemented IDisposable so that the matrix kills the thread and clears the display when the user code is done with it: public void Dispose() { Clear(); DisplayThread.Abort(); } Thanks to the multi-threaded version of the matrix driver class, we can treat the display as a simple bitmap with a very synchronous programming model: matrix.Set(someimage); while (button.Read()) { Thread.Sleep(10); } Here, the call into Set returns immediately and from the moment the bitmap is set, the background display thread will constantly continue refreshing no matter what happens in the main thread. That enables us to wait or read a button’s port on the main thread knowing that the current image will continue displaying unperturbed and without requiring manual refreshing. We’ve effectively hidden the implementation of the display behind a convenient, synchronous-looking API. Pretty neat, eh? Before I wrap up this post, I want to talk about one small caveat of using SPI rather than driving the shift register directly: when we got to the point where we could actually display images, we noticed that they were a mirror image of what we were sending in. Oh noes! Well, the reason for it is that SPI is sending the bits in a big-endian fashion, in other words backwards. Now sure you could fix that in software by writing some bit-level code to reverse the bits we’re sending in, but there is a far more efficient solution than that. We are doing hardware here, so we can simply reverse the order in which the outputs of the shift register are connected to the columns of the matrix. That’s switching 8 wires around once, as compared to doing bit operations every time we send a line to display. All right, so bringing it all together, here is the code we need to write to display two images in succession, separated by a press on the board’s button: var button = new InputPort(Pins.ONBOARD_SW1, false, Port.ResistorMode.Disabled); using (var matrix = new LedMS88SR74HC595().Initialize()) { // Oh, prototype is so sad! var sad = new byte[] { 0x66, 0x24, 0x00, 0x18, 0x00, 0x3C, 0x42, 0x81 }; DisplayAndWait(sad, matrix, button); // Let's make it smile! var smile = new byte[] { 0x42, 0x18, 0x18, 0x81, 0x7E, 0x3C, 0x18, 0x00 }; DisplayAndWait(smile, matrix, button); } And here is a video of the prototype running: The prototype in action I’ve added an artificial delay between the display of each row of the matrix to clearly show what’s otherwise happening very fast. This way, you can clearly see each of the two images being displayed line by line. Next time, we’ll do no hardware changes, focusing instead on building a nice programming model for the matrix, with sprites, text and hardware scrolling. Fun stuff. By the way, can any of my reader guess where we’re going with all that? The code for this prototype can be downloaded here: http://weblogs.asp.net/blogs/bleroy/Samples/NetduinoLedMatrixDriver.zip

    Read the article

  • OpenCV SVD Matrix format.

    - by Rick
    I currently have a set of 2D Cartesian coordinates e.g. {(1,3), (2,2), (3,4)} Which will be put into a 2D array, to perform SVD properly would the matrix be put together such that the coordinates form the columns or the rows e.g. 1 3 2 2 3 4 or 1 2 3 3 2 4 I have been doing a little trial and error comparing to examples of SVD I have found online, the resulting matrix usually seems to be negated, with some of the values shuffled around. To clarify further if I had a matrix E which was MxN as shown here http://upload.wikimedia.org/wikipedia/commons/b/bb/Matrix.svg To define the matrix as a 2D array would it be Array[M][N] or Array[N][M] I am assuming this actually matters due to matrix arithmetic not being commutative? Can anyone actually verify this?

    Read the article

  • How to cycle through matrix blocks?

    - by luiss
    I have some matrix which I want to cycle through blocks, the matrix could be of many different sizes, but I can know the size, is there a way to fast cycle through blocks? i.e: to fast output the indexes of the blocks, suppose a matrix of 4*4 I should have: Block1: (0,0),(0,1)(1,0)(1,1) Block2: (0,2),(0,3)(1,2)(1,3) Block3: (2,0),(2,1)(3,0)(3,1) Block4: (2,2),(2,3)(3,2)(3,3) Where the indexes are (row,col). For blocks I mean a submatrix of size sqrt(matrixSize)* sqrt(matrixSize) where matrix is a matrix of matrixSize*matrixSize. For example a matrix of 4*4 has 4 blocks of 2*2, a 9*9 has 9 blocks of 3*3... I'm workdeing in C, but I think that the pseudocode is useful also, I only need the loop on the indexes... Thanks

    Read the article

  • Java. Writing a matrix in a file using column information. ( matrix transposition )

    - by Dmitry
    Hello, everybody! I have a file in which a matrix is stored. This file has a RandomAccessFile type. This matrix is stored by columns. I mean that in an i-th row of this matrix an i-th column (of a real matrix) is stored. There is an example: i-th row: 1 2 3 4 (in the file). That means that the real matrix has an i-th column: (1 2 3 4)(is transposed). I need to save this matrix in a natural way (by rows) in a new file, which I will then open with FileReader and display with TextArea. Do you know, how to do that? If so, please help =)

    Read the article

  • Creating a 2d matrix from an array (java)

    - by anna
    I'm supposed to write a method that creates a 2d matrix from an array, for instance: ({1, 2, 3, 4}, 3) should return the matrix {{1, 2, 3}, {4}} public class Matrix { public static int[][]toM(int[] array, int a) { int[][]matrix = new int [(array.length + a- 1)/ a][a]; for (int i = 0; i < array.length; i++){ int value = array[i]; value = value++; for (int row = 0; row < (array.length + a- 1)/a; row++) { for (int col = 0; col < a; col++) { matrix[row][col]= value++; } } } return matrix; } } I'm getting [[4, 5, 6], [7, 8, 9]]?

    Read the article

  • Method of transforming 3D vectors with a matrix

    - by Drew Noakes
    I've been doing some reading on transforming Vector3 with matrices, and am tossing up digging deeper into the math and coding this myself versus using existing code. For whatever reason my school curriculum never included matrices, so I'm filling a gap in my knowledge. Thankfully I only need a few simple things, I think. Context is that I'm programming a robot for the RoboCup 3D league. I'm coding it in C# but it'll have to run on Mono. Ideally I wouldn't use any existing graphics libraries for this (WinForms/WPF/XNA) as all I really need is a neat subset of matrix transformations. Specifically, I need translation and x/y/z rotations, and a way of combining multiple transformations into a single matrix. This will then be applied to my own Vector3 type to produce the transformed Vector3. I've read different advice about this. For example, some model the transformation with a 4x3 matrix, others with a 4x4 matrix. Also, some examples show that you need a forth value for the vector's matrix of 1. What happens to this value when it's included in the output? [1 0 0 0] [x y z 1] * [0 1 0 0] = [a b c d] [0 0 1 0] [2 4 6 1] The parts I'm missing are: What sizes my matrices should be Compositing transformations by multiplying the transformation matrices together Transforming 3D vectors with the resulting matrix As I mostly just want to get this running, any psuedo-code would be great. Information about what matrix values perform what transformations is quite clearly defined on many pages, so need not be discussed here unless you're very keen :)

    Read the article

  • ActionScript Tweening Matrix Transform (big problem)

    - by TheDarkIn1978
    i'm attempting to tween the position and angle of a sprite. if i call the functions without tweening, to appear in one step, it's properly set at the correct coordinates and angle. however, tweening it makes it all go crazy. i'm using an rotateAroundInternalPoint matrix, and assume tweening this along with coordinate positions is messing up the results. works fine (without tweening): public function curl():void { imageWidth = 400; imageHeight = 600; parameters.distance = 0.5; parameters.angle = 45; backCanvas.x = imageWidth - imageHeight * parameters.distance; backCanvas.y = imageHeight - imageHeight * parameters.distance; var internalPointMatrix:Matrix = backCanvas.transform.matrix; MatrixTransformer.rotateAroundInternalPoint(internalPointMatrix, backCanvas.width * parameters.distance, 0, parameters.angle); backCanvas.transform.matrix = internalPointMatrix; } doesn't work properly (with tweening): public function curlUp():void { imageWidth = 400; imageHeight = 600; parameters.distance = 0.5; parameters.angle = 45; distanceTween = new Tween(parameters, "distance", None.easeNone, 0, distance, 1, true); angleTween = new Tween(parameters, "angle", None.easeNone, 0, angle, 1, true); angleTween.addEventListener(TweenEvent.MOTION_CHANGE, animateCurl); } private function animateCurl(evt:TweenEvent):void { backCanvas.x = imageWidth - imageHeight * parameters.distance; backCanvas.y = imageHeight - imageHeight * parameters.distance; var internalPointMatrix:Matrix = backCanvas.transform.matrix; MatrixTransformer.rotateAroundInternalPoint(internalPointMatrix, backCanvas.width * parameters.distance, 0, parameters.angle - previousAngle); backCanvas.transform.matrix = internalPointMatrix; previousAngle = parameters.angle; } in order for the angle to tween properly, i had to add a variable that would track it's last angle setting and subtract it from the new one. however, i still can not get this tween to return the same end position and angle as is without tweening. i've been stuck on this problem for a day now, so any help would be greatly appreciated.

    Read the article

  • Vectorize matrix operation in R

    - by Fernando
    I have a R x C matrix filled to the k-th row and empty below this row. What i need to do is to fill the remaining rows. In order to do this, i have a function that takes 2 entire rows as arguments, do some calculations and output 2 fresh rows (these outputs will fill the matrix). I have a list of all 'pairs' of rows to be processed, but my for loop is not helping performance: # M is the matrix # nrow(M) and k are even, so nLeft is even M = matrix(1:48, ncol = 3) # half to fill k = nrow(M)/2 # simulate empty rows to be filled M[-(1:k), ] = 0 cat('before fill') print(M) # number of empty rows to fill nLeft = nrow(M) - k nextRow = k + 1 # list of rows to process (could be any order of non-empty rows) idxList = matrix(1:k, ncol = 2) for ( i in 1 : (nLeft / 2)) { row1 = M[idxList[i, 1],] row2 = M[idxList[i, 2],] # the two columns in 'results' will become 2 rows in M # fake result, return 2*row1 and 3*row2 results = matrix(c(2*row1, 3*row2), ncol = 2) # fill the matrix M[nextRow, ] = results[, 1] nextRow = nextRow + 1 M[nextRow, ] = results[, 2] nextRow = nextRow + 1 } cat('after fill') print(M) I tried to vectorize this, but failed... appreciate any help on improving this code, thanks!

    Read the article

  • how do I remove rows/columns from this matrix using python

    - by banditKing
    My matrix looks like this. ['Hotel', ' "excellent"', ' "very good"', ' "average"', ' "poor"', ' "terrible"', ' "cheapest"', ' "rank"', ' "total reviews"'] ['westin', ' 390', ' 291', ' 70', ' 43', ' 19', ' 215', ' 27', ' 813'] ['ramada', ' 136', ' 67', ' 53', ' 30', ' 24', ' 149', ' 49', ' 310 '] ['sutton place', '489', ' 293', ' 106', ' 39', ' 20', ' 299', ' 24', ' 947'] ['loden', ' 681', ' 134', ' 17', ' 5', ' 0', ' 199', ' 4', ' 837'] ['hampton inn downtown', ' 241', ' 166', ' 26', ' 5', ' 1', ' 159', ' 21', ' 439'] ['shangri la', ' 332', ' 45', ' 20', ' 8', ' 2', ' 325', ' 8', ' 407'] ['residence inn marriott', ' 22', ' 15', ' 5', ' 0', ' 0', ' 179', ' 35', ' 42'] ['pan pacific', ' 475', ' 262', ' 86', ' 29', ' 16', ' 249', ' 15', ' 868'] ['sheraton wall center', ' 277', ' 346', ' 150', ' 80', ' 26', ' 249', ' 45', ' 879'] ['westin bayshore', ' 390', ' 291', ' 70', ' 43', ' 19', ' 199', ' 813'] I want to remove the top row and the 0th column from this and create a new matrix. How do I do this? Normally in java or so Id use the following code: for (int y; y< matrix[x].length; y++) for(int x; x < matrix[Y].length; x++) { if(x == 0 || y == 0) { continue } else { new_matrix[x][y] = matrix[x][y]; } } Is there a way such as this in python to iterate and selectively copy elements? Thanks EDIT Im also trying to convert each matrix element from a string to a float as I iterate over the matrix. This my updated modified code based on the answer below. A = [] f = open("csv_test.csv",'rt') try: reader = csv.reader(f) for row in reader: A.append(row) finally: f.close() new_list = [row[1:] for row in A[1:]] l = np.array(new_list) l.astype(np.float32) print l However Im getting an error --> l.astype(np.float32) print l ValueError: setting an array element with a sequence.

    Read the article

  • Fill lower matrix with vector by row, not column

    - by mhermans
    I am trying to read in a variance-covariance matrix written out by LISREL in the following format in a plain text, whitespace separated file: 0.23675E+01 0.86752E+00 0.28675E+01 -0.36190E+00 -0.36190E+00 0.25381E+01 -0.32571E+00 -0.32571E+00 0.84425E+00 0.25598E+01 -0.37680E+00 -0.37680E+00 0.53136E+00 0.47822E+00 0.21120E+01 -0.37680E+00 -0.37680E+00 0.53136E+00 0.47822E+00 0.91200E+00 0.21120E+01 This is actually a lower diagonal matrix (including diagonal): 0.23675E+01 0.86752E+00 0.28675E+01 -0.36190E+00 -0.36190E+00 0.25381E+01 -0.32571E+00 -0.32571E+00 0.84425E+00 0.25598E+01 -0.37680E+00 -0.37680E+00 0.53136E+00 0.47822E+00 0.21120E+01 -0.37680E+00 -0.37680E+00 0.53136E+00 0.47822E+00 0.91200E+00 0.21120E+01 I can read in the values correctly with scan() or read.table(fill=T). I am however not able to correctly store the read-in vector in a matrix. The following code S <- diag(6) S[lower.tri(S,diag=T)] <- d fills the lower matrix by column, while it should fill it by row. Using matrix() does allow for the option byrow=TRUE, but this will fill in the whole matrix, not just the lower half (with diagonal). Is it possible to have both: only fill the lower matrix (with diagonal) and do it by row? (separate issue I'm having: LISREL uses 'D+01' while R only recognises 'E+01' for scientific notation. Can you change this in R to accept also 'D'?)

    Read the article

  • Obtaining projection matrix

    - by rita
    I have calibrated stereo images. I want to get a projection matrix using rotation matrix ,translation vector, radial vector and a camera matrix. How can get the projection matrix?

    Read the article

  • XNA: Camera's Rotation and Translation matrices seem to interfere with each other

    - by Danjen
    I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed class Camera2D { public Vector2 Origin { get; set; } public Vector2 Position { get; set; } public float Scale { get; set; } public float Rotation { get; set; } } It might be easier to just show you a picture of my problem: http://i.imgur.com/H1l6LEx.png What I want to do is allow the camera to pivot around any given point. Right now, I have the rotations mapped to my shoulder buttons on a gamepad, and if I press them, it should rotate around the point the camera is currently looking at. Then, I use the left stick to move the camera around. The problem is that after it's been rotated, pressing "up" results in it being used relative to the rotation, creating the image above. I understand that matrices have to be applied in a certain order, and that I have to offset the thing to be rotated around the world origin and move it back, but it just won't work! public Matrix GetTransformationMatrix() { Matrix mRotate = Matrix.Identity * Matrix.CreateTranslation(-Origin.X, -Origin.Y, 0.00f) * // Move origin to world center Matrix.CreateRotationZ(MathHelper.ToRadians(Rotation)) * // Apply rotation Matrix.CreateTranslation(+Origin.X, +Origin.Y, 0.00f); // Undo the move operation Matrix mTranslate = Matrix.Identity * Matrix.CreateTranslation(-Position.X, Position.Y, 0.00f); // Apply the actual translation return mRotate * mTranslate; } So to recap, it seems I can have it rotate around an arbitrary point and lose the ability to have "up" move the camera straight up, or I can rotate it around the world origin and have the camera move properly, but not both.

    Read the article

  • How do I convert my matrix from OpenGL to Marmalade?

    - by King Snail
    I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y as up by convention. Since IwGx's coordinate system has (0,0) as the top left, you typically need a 180 degree rotation around Z in your view matrix. I think the viewer does this by default. In my OpenGL app I have access to the view and projection matrices separately. How can I convert them to fit the criteria used by my third party rendering API? I don't understand what they mean to rotate 180 degrees around Z, is that in the view matrix itself or something in the camera before making the view matrix. Any code would be helpful, thanks.

    Read the article

  • Converting to and from local and world 3D coordinate spaces?

    - by James Bedford
    Hey guys, I've been following a guide I found here (http://knol.google.com/k/matrices-for-3d-applications-view-transformation) on constructing a matrix that will allow me to 3D coordinates to an object's local coordinate space, and back again. I've tried to implement these two matrices using my object's look, side, up and location vectors and it seems to be working for the first three coordinates. I'm a little confused as to what I should expect for the w coordinate. Here are couple of examples from the print outs I've made of the matricies that are constructed. I'm passing a test vector of [9, 8, 14, 1] each time to see if I can convert both ways: Basic example: localize matrix: Matrix: 0.000000 -0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 5.237297 -45.530716 11.021271 1.000000 globalize matrix: Matrix: 0.000000 0.000000 1.000000 0.000000 -0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 -11.021271 -45.530716 -5.237297 1.000000 test: Vector4f(9.000000, 8.000000, 14.000000, 1.000000) localTest: Vector4f(14.000000, 8.000000, 9.000000, -161.812256) worldTest: Vector4f(9.000000, 8.000000, 14.000000, -727.491455) More complicated example: localize matrix: Matrix: 0.052504 -0.000689 -0.998258 0.000000 0.052431 0.998260 0.002068 0.000000 0.997241 -0.052486 0.052486 0.000000 58.806095 2.979346 -39.396252 1.000000 globalize matrix: Matrix: 0.052504 0.052431 0.997241 0.000000 -0.000689 0.998260 -0.052486 0.000000 -0.998258 0.002068 0.052486 0.000000 -42.413120 5.975957 -56.419727 1.000000 test: Vector4f(9.000000, 8.000000, 14.000000, 1.000000) localTest: Vector4f(-13.508600, 8.486917, 9.290090, 2.542114) worldTest: Vector4f(9.000190, 7.993863, 13.990230, 102.057129) As you can see in the more complicated example, the coordinates after converting both ways loose some precision, but this isn't a problem. I'm just wondering how I should deal with the last (w) coordinate? Should I just set it to 1 after performing the matrix multiplication, or does it look like I've done something wrong? Thanks in advance for your help!

    Read the article

  • apply non-hierarchial transforms to hierarchial skeleton?

    - by user975135
    I use Blender3D, but the answer might not API-exclusive. I have some matrices I need to assign to PoseBones. The resulting pose looks fine when there is no bone hierarchy (parenting) and messed up when there is. I've uploaded an archive with sample blend of the rigged models, text animation importer and a test animation file here: http://www.2shared.com/file/5qUjmnIs/sample_files.html Import the animation by selecting an Armature and running the importer on "sba" file. Do this for both Armatures. This is how I assign the poses in the real (complex) importer: matrix_bases = ... # matrix from file animation_matrix = matrix_basis * pose.bones['mybone'].matrix.copy() pose.bones[bonename].matrix = animation_matrix If I go to edit mode, select all bones and press Alt+P to undo parenting, the Pose looks fine again. The API documentation says the PoseBone.matrix is in "object space", but it seems clear to me from these tests that they are relative to parent bones. Final 4x4 matrix after constraints and drivers are applied (object space) I tried doing something like this: matrix_basis = ... # matrix from file animation_matrix = matrix_basis * (pose.bones['mybone'].matrix.copy() * pose.bones[bonename].bone.parent.matrix_local.copy().inverted()) pose.bones[bonename].matrix = animation_matrix But it looks worse. Experimented with order of operations, no luck with all. For the record, in the old 2.4 API this worked like a charm: matrix_basis = ... # matrix from file animation_matrix = armature.bones['mybone'].matrix['ARMATURESPACE'].copy() * matrix_basis pose.bones[bonename].poseMatrix = animation_matrix pose.update() Link to Blender API ref: http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.BlendData.html#bpy.types.BlendData http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.PoseBone.html#bpy.types.PoseBone

    Read the article

  • Why use 3d matrix and camera in 2D world for 2d geometric figures?

    - by Navy Seal
    I'm working in XNA on a 2d isometric world/game and I'm using DrawUserPrimitives to draw some geometric figures... I saw some tutorials about creating dynamic shadows but I didn't understood why they use a "3d" matrix to control the transformations since the figure I'm drawing is in 2d perspective. I know I'm drawing a 2d figure in 3d but I still can't understand if I really need to work with the matrix. Is there any advantage in using a 3d Matrix to control camera and view? Any reason why I can't just update my vertex's positions by using a regular method since the view is always the same... And since I want to work only with single figures, won't this cause all the geometric figures have the same transformations simultaneously? To understand better what I mean here's a video http://www.youtube.com/watch?v=LjvsGHXaGEA&feature=player_embedded

    Read the article

  • Decode sparse json array to php array

    - by Isaac Sutherland
    I can create a sparse php array (or map) using the command: $myarray = array(10=>'hi','test20'=>'howdy'); I want to serialize/deserialize this as JSON. I can serialize it using the command: $json = json_encode($myarray); which results in the string {"10":"hi","test20":"howdy"}. However, when I deserialize this and cast it to an array using the command: $mynewarray = (array)json_decode($json); I seem to lose any mappings with keys which were not valid php identifiers. That is, mynewarray has mapping 'test20'=>'howdy', but not 10=>'hi' nor '10'=>'hi'. Is there a way to preserve the numerical keys in a php map when converting to and back from json using the standard json_encode / json_decode functions?

    Read the article

  • Sparse O(1) array with indices being consecutive products

    - by Kos
    Hello, I'd like to pre-calculate an array of values of some unary function f. I know that I'll only need the values for f(x) where x is of the form of a*b, where both a and b are integers in range 0..N. The obvious time-optimized choice is just to make an array of size N*N and just pre-calculate just the elements which I'm going to read later. For f(a*b), I'd just check and set tab[a*b]. This is the fastest method possible - however, this is going to take a lot of space as there are lots of indices in this array (starting with N+1) which will never by touched. Another solution is to make a simple tree map... but this slows down the lookup itself very heavily by introducing lots of branches. No. I wonder - is there any solution to make such an array less sparse and smaller, but still quick branchless O(1) in lookup?

    Read the article

  • MATLAB: Convert two array to a sparse matrix

    - by CziX
    I'm looking for an a command or trick to convert two arrays to a sparse matrix. The two arrays contain x-values and y-values, which gives a coordinate in the cartesian coordinate system. I want to group the coordinates, which if the value is between some value on the x-axes and the y-axes. % MATLAB x_i = find(x > 0.1 & x < 0.9); y_i = find(y > 0.4 & y < 0.8); %Then I want to find indicies which are located in both x_i and y_i Is there an easy way to this little trick?

    Read the article

  • Efficiently solving sparse matrices

    - by anon
    For solving spare matrices, in general, how big does the matrix have to be (as a rule of thumb) for methods like congraduate descent to be faster than brute force solvers (that do not take advantage o sparsity)?

    Read the article

  • OpenCV multiply scalar and a Matrix

    - by jarjarbinks
    Hi, I am trying to find the easiest way to add, subtract a scalar value with a opencv 2.0 cv::Mat class. Most of the existing function allows only matrix-matrix and matrix-scalar operations. I am looking for a scalar-matrix operations. I am doing it currently by creating a temporary matrix with the same scalar value and doing required arithmetic operation. Example below.. Mat M(Size(100,100), CV_8U); Mat temp = Mat::ones(100, 100, CV_8U)*255; M = temp-M; But I think there should be better/easier ways to do it. Any suggestions ?

    Read the article

  • Loopless function calls on vector/matrix members in Matlab/Octave

    - by Sint
    I came into matrix world from loop world(C, etc) I would like to call a function on each individual member of a vector/matrix, and return the resulting vector/matrix. This is how I currently do it: function retval = gauss(v, a, b, c) for i = 1:length(v) retval(i) = a*(e^(-(v(i)-b)*(v(i)-b)/(2*c*c))); endfor endfunction Example usage: octave:47> d=[1:1000]; octave:48> mycurve=gauss(d, 1, 500, 100); Now, all advice on Matlab/Octave says: STOP whenever you catch yourself using loops and think of a better way of doing it. Thus, my question: Can one call a function on each member of a vector/matrix and return the result in a new vector/matrix all at once without using explicit loops? That is I am looking for something like this: function retval = newfun(v) retval = 42*(v^23); endfunction Perhaps, it is just syntactic sugar, that is all, but still would be useful to know.

    Read the article

< Previous Page | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >