Xcode simd - issue with Translation and Rotation Matrix Example












0















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?










share|improve this question



























    0















    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?










    share|improve this question

























      0












      0








      0


      1






      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?










      share|improve this question














      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






      share|improve this question













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      asked Nov 22 '18 at 17:20









      oneirosoneiros

      1,86583253




      1,86583253
























          1 Answer
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          oldest

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          1














          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); }





          share|improve this answer
























          • 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 '18 at 15:53








          • 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 '18 at 16:18











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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          1














          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); }





          share|improve this answer
























          • 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 '18 at 15:53








          • 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 '18 at 16:18
















          1














          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); }





          share|improve this answer
























          • 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 '18 at 15:53








          • 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 '18 at 16:18














          1












          1








          1







          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); }





          share|improve this answer













          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); }






          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Nov 22 '18 at 18:17









          mnuagesmnuages

          9,40621429




          9,40621429













          • 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 '18 at 15:53








          • 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 '18 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 '18 at 15:53








          • 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 '18 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 '18 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 '18 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 '18 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 '18 at 16:18


















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