How to cast a CMRotationMatrix into a float4x4?
I am building a Metal app that uses float4x4 matrices to rotate 3D objects and/or the world view.
The app is also reading the device attitude that can be expressed as a rotation matrix in the CMRotationMatrix format (CoreMotion).
How can I cast my attitude.rotationMatrix into a float4x4 object?
ios swift metal core-motion
add a comment |
I am building a Metal app that uses float4x4 matrices to rotate 3D objects and/or the world view.
The app is also reading the device attitude that can be expressed as a rotation matrix in the CMRotationMatrix format (CoreMotion).
How can I cast my attitude.rotationMatrix into a float4x4 object?
ios swift metal core-motion
Keep in mind thatCMRotationMatrixis a 3x3 matrix whilefloat4x4is obviously a 4x4 matrix.
– rmaddy
Nov 24 '18 at 22:38
add a comment |
I am building a Metal app that uses float4x4 matrices to rotate 3D objects and/or the world view.
The app is also reading the device attitude that can be expressed as a rotation matrix in the CMRotationMatrix format (CoreMotion).
How can I cast my attitude.rotationMatrix into a float4x4 object?
ios swift metal core-motion
I am building a Metal app that uses float4x4 matrices to rotate 3D objects and/or the world view.
The app is also reading the device attitude that can be expressed as a rotation matrix in the CMRotationMatrix format (CoreMotion).
How can I cast my attitude.rotationMatrix into a float4x4 object?
ios swift metal core-motion
ios swift metal core-motion
asked Nov 24 '18 at 18:23
Ze JibeZe Jibe
6471724
6471724
Keep in mind thatCMRotationMatrixis a 3x3 matrix whilefloat4x4is obviously a 4x4 matrix.
– rmaddy
Nov 24 '18 at 22:38
add a comment |
Keep in mind thatCMRotationMatrixis a 3x3 matrix whilefloat4x4is obviously a 4x4 matrix.
– rmaddy
Nov 24 '18 at 22:38
Keep in mind that
CMRotationMatrix is a 3x3 matrix while float4x4 is obviously a 4x4 matrix.– rmaddy
Nov 24 '18 at 22:38
Keep in mind that
CMRotationMatrix is a 3x3 matrix while float4x4 is obviously a 4x4 matrix.– rmaddy
Nov 24 '18 at 22:38
add a comment |
1 Answer
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You can create an extension that allows you to initialize a float4x4 from the elements of a CMRotationMatrix:
extension float4x4 {
init(_ m: CMRotationMatrix) {
let x = float4(Float(m.m11), Float(m.m21), Float(m.m31), 0)
let y = float4(Float(m.m12), Float(m.m22), Float(m.m32), 0)
let z = float4(Float(m.m13), Float(m.m23), Float(m.m33), 0)
let w = float4( 0, 0, 0, 1)
self.init(columns: (x, y, z, w))
}
}
Using it is as simple as calling the initializer:
let simdMatrix = float4x4(deviceMotion.attitude.rotationMatrix)
This creates a matrix that is suitable for transforming objects whose transformations are expressed relative to the reference attitude frame. You may find that you need to permute the columns so that they match the world coordinate system of your application.
Works like a charm - thank you!
– Ze Jibe
Nov 25 '18 at 11:36
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
You can create an extension that allows you to initialize a float4x4 from the elements of a CMRotationMatrix:
extension float4x4 {
init(_ m: CMRotationMatrix) {
let x = float4(Float(m.m11), Float(m.m21), Float(m.m31), 0)
let y = float4(Float(m.m12), Float(m.m22), Float(m.m32), 0)
let z = float4(Float(m.m13), Float(m.m23), Float(m.m33), 0)
let w = float4( 0, 0, 0, 1)
self.init(columns: (x, y, z, w))
}
}
Using it is as simple as calling the initializer:
let simdMatrix = float4x4(deviceMotion.attitude.rotationMatrix)
This creates a matrix that is suitable for transforming objects whose transformations are expressed relative to the reference attitude frame. You may find that you need to permute the columns so that they match the world coordinate system of your application.
Works like a charm - thank you!
– Ze Jibe
Nov 25 '18 at 11:36
add a comment |
You can create an extension that allows you to initialize a float4x4 from the elements of a CMRotationMatrix:
extension float4x4 {
init(_ m: CMRotationMatrix) {
let x = float4(Float(m.m11), Float(m.m21), Float(m.m31), 0)
let y = float4(Float(m.m12), Float(m.m22), Float(m.m32), 0)
let z = float4(Float(m.m13), Float(m.m23), Float(m.m33), 0)
let w = float4( 0, 0, 0, 1)
self.init(columns: (x, y, z, w))
}
}
Using it is as simple as calling the initializer:
let simdMatrix = float4x4(deviceMotion.attitude.rotationMatrix)
This creates a matrix that is suitable for transforming objects whose transformations are expressed relative to the reference attitude frame. You may find that you need to permute the columns so that they match the world coordinate system of your application.
Works like a charm - thank you!
– Ze Jibe
Nov 25 '18 at 11:36
add a comment |
You can create an extension that allows you to initialize a float4x4 from the elements of a CMRotationMatrix:
extension float4x4 {
init(_ m: CMRotationMatrix) {
let x = float4(Float(m.m11), Float(m.m21), Float(m.m31), 0)
let y = float4(Float(m.m12), Float(m.m22), Float(m.m32), 0)
let z = float4(Float(m.m13), Float(m.m23), Float(m.m33), 0)
let w = float4( 0, 0, 0, 1)
self.init(columns: (x, y, z, w))
}
}
Using it is as simple as calling the initializer:
let simdMatrix = float4x4(deviceMotion.attitude.rotationMatrix)
This creates a matrix that is suitable for transforming objects whose transformations are expressed relative to the reference attitude frame. You may find that you need to permute the columns so that they match the world coordinate system of your application.
You can create an extension that allows you to initialize a float4x4 from the elements of a CMRotationMatrix:
extension float4x4 {
init(_ m: CMRotationMatrix) {
let x = float4(Float(m.m11), Float(m.m21), Float(m.m31), 0)
let y = float4(Float(m.m12), Float(m.m22), Float(m.m32), 0)
let z = float4(Float(m.m13), Float(m.m23), Float(m.m33), 0)
let w = float4( 0, 0, 0, 1)
self.init(columns: (x, y, z, w))
}
}
Using it is as simple as calling the initializer:
let simdMatrix = float4x4(deviceMotion.attitude.rotationMatrix)
This creates a matrix that is suitable for transforming objects whose transformations are expressed relative to the reference attitude frame. You may find that you need to permute the columns so that they match the world coordinate system of your application.
answered Nov 24 '18 at 23:57
warrenmwarrenm
21.6k45585
21.6k45585
Works like a charm - thank you!
– Ze Jibe
Nov 25 '18 at 11:36
add a comment |
Works like a charm - thank you!
– Ze Jibe
Nov 25 '18 at 11:36
Works like a charm - thank you!
– Ze Jibe
Nov 25 '18 at 11:36
Works like a charm - thank you!
– Ze Jibe
Nov 25 '18 at 11:36
add a comment |
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Keep in mind that
CMRotationMatrixis a 3x3 matrix whilefloat4x4is obviously a 4x4 matrix.– rmaddy
Nov 24 '18 at 22:38