How to cast a CMRotationMatrix into a float4x4?












1















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?










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  • Keep in mind that CMRotationMatrix is a 3x3 matrix while float4x4 is obviously a 4x4 matrix.

    – rmaddy
    Nov 24 '18 at 22:38
















1















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?










share|improve this question























  • Keep in mind that CMRotationMatrix is a 3x3 matrix while float4x4 is obviously a 4x4 matrix.

    – rmaddy
    Nov 24 '18 at 22:38














1












1








1








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?










share|improve this question














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






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asked Nov 24 '18 at 18:23









Ze JibeZe Jibe

6471724




6471724













  • 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

















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












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.






share|improve this answer
























  • Works like a charm - thank you!

    – Ze Jibe
    Nov 25 '18 at 11:36











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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.






share|improve this answer
























  • Works like a charm - thank you!

    – Ze Jibe
    Nov 25 '18 at 11:36
















1














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.






share|improve this answer
























  • Works like a charm - thank you!

    – Ze Jibe
    Nov 25 '18 at 11:36














1












1








1







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.






share|improve this answer













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.







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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



















  • 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




















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