huiliang yang wrote:
> First, Thank you Paul, answer my question, I am new to this newsletter
> so I didn't write thank you at last letter.
>
> huiliang yang wrote:
> > Hi,
> >
> > Hello
> >
> > >huiliang yang wrote:
> > > I have a question about computeLocalToWorldMatrix in camera class.
> > > First, since the openscenegraph use row matrix instead column matrix
> > >like opengl, I thought the default matrix multiply should be post
> > > multiply so that :
> > > V' = M*V (opengl premultiply) chanage to
> > > V' = VT*MT ( osg post multiply)
> > Ok
> > > but looks like the camera still use pre_multiply as default, but the
> > > _viewmatrix define in camera class is apparently is a row
> matrix MT.
> > How do you get to this statement, which section of the code do you
> > refer to?
> >
> > no any specific code for above statement. but I do trace the code and
> > find _viewmatrix in camera class
> > is a row matrix, which means the translation (x, y, z) is at last row.
> Ok
> > So, if the matrix is a row matrix, only way for multiply is
> > by matrix = matrix*_viewmatrix. or matrix.postmultiply(_viewmatrix).
> > is that correct?
> No, why would that be the case?
>
> All matrices in OSG are of type osg::Matrixd (or Matrixf), which as you
> mentioned, has the translation part at the bottom row. In your multiply
> statement above (matrix = matrix*_viewmatrix) you say that because
> _viewmatrix is a row matrix it can only be post-multiplied. But what
> about "matrix"? It's also a row matrix, but it's being PRE-multiplied.
> As long as two matrices A and B have the same structure (translation at
> the bottom row/right-most column) you can compute both A*B and B*A. The
> results will be different, of course, but it's both "legal" in the
> mathematical sense. The fact that _viewmatrix is a model-view matrix
> doesn't matter, as that is simply also a form of linear transformation
> expressed by a 4x4 matrix.
>
> What I mean is: if both matrix are col matrix, then a transformation
> from local to world should
> matrix(world) = _viewmatrix*matrix(local);
The Camera node you're looking at can also be used as a scenegraph node.
I think the computeLocalToWorldMatrix and vice-versa methods are used
during traversal of the scene graph to accumulate a leaf node's matrix.
Suppose you have a piece of scene graph A -> B -> C -> geometry, where A
and B are transformations and C is a Camera node. A node visitor will
then be used to traverse the graph in the order A, B, C, geometry. The
computeLocalToWorldMatrix method would be called on each and the nodes
will pre-multiply their local transformation onto the matrix passed. The
final matrix 'arriving' at the leaf geometry will then be C * B * A.
Assuming pre-multiplying of vertices onto the final matrix (v*M), C*B*A
makes sense, as the view transformation of C should be applied first,
followed by B's transformation, finally followed by A's.
At least, I think this is what happens... :)
What might be confusing w.r.t. OpenGL is that the OSG uses the same
storage layout in memory as OpenGL, i.e. the underlying element array of
an osg::Matrix instance can be passed directly to OpenGL with
glLoadMatrix(matrix->ptr()). However, OpenGL uses a vector post-multiply
convention (v' = T2*T1*v), while the OSG uses a pre-multiply convention
(v' = v*T1*T2).
Thanks for your help. At first I thought this functions is used to create
transformation matrix that transform vertex into Opengl Eye space, that is why
I thought _viewMatrix should always be multiplied at very last. not matter
premulti or postmult, But actually this function is used to transfer camera
into world coordinate. Thanks for you answers. :)
> Then back to osg's row matrix, which is the transpose of col matrix, then
> matrix(world)T = (_viewmatrix*matrix(local))T ; T mean transpose.
> = matrix(local)T*_viewmatrixT :
> = matrix(local).postmult(_viewmatrix) ; should be
> post multiply.
> but look computeLocalToWorldMatrix: it is using
> if( premultiply)
> matrix(local).premult(_viewmatrix); which is
> _viewmatrixT*matrix(local)T; since they are
> both row matrix, transposed.
> = matrix*_viewmatrix; here it totally
> change the order of transformation.
> I agree matrix multiplication can be done either way, but I if the order
> of transformation shouldn't be changed. Thanks for answer my question.
>
> > That is why I say why the default multiply in camera class is
> > premultiply, in computeLocalToWorldMatrix,
> > it use matrix = _viewmatrix*matrix or
> > matrix.premultiply(_viewmatrix), if _viewmatrix is a row matrix, it
> > looks weird.
>
> >
> > It also depends on your definition of 'pre-multiply'. If you say VT*MT
> > is "post multiply" (as you do above), then this implies that you
> > actually mean "MT post-multiplies VT". This is turn also means that "VT
> > pre-multiplies MT". So it depends from which operand you look at it how
> > you describe the operation.
> > >
> > > Second, even as the default pre_multiply, then let's say:
> > > V' = M*V if (_transformOrder==PRE_MULTIPLY)
> > > then its inverse should be
> > > V = M-1* V' ,
> > > why in function computeWorldToLocalMatrix
> > Which class? You say "V", which implies a vector usually, but, for
> > example, Camera::computeWorldToLocalMatrix works on a matrix as input.
> > If you indeed refer to Camera::computeWorldToLocalMatrix() then I would
> > say that that method does the inverse operation of
> > computeLocalToWorldMatrix(). Assuming _referenceFrame==RELATIVE_RF and
> > _transformOrder==PRE_MULTIPLY then the method computeLocalToWorldMatrix
> > pre-multiplies its argument "matrix" with "_viewMatrix". I.e.
> >
> > matrix.preMult(_viewMatrix);
> >
> > actually does
> >
> > matrix = _viewMatrix * matrix;
> >
> > Method computeWorldToLocalMatrix() does the inverse of this operation,
> > so instead of pre-multiplying with _viewMatrix it post-multiplies with
> > the inverse of _viewMatrix (the comments also say this).
> >
> > That is I don't understand, if matrix' = _viewMatrix*matrix, then the
> > inverse operation is
> > matrix = _viewMatrix-1*matrix', right?
> > why here it change the order of multiply?
> local_to_world = _viewMatrix * matrix
> =>
> world_to_local = [local_to_world]^{-1} = [_viewMatrix * matrix]^{-1} =
> matrix^{-1} * _viewMatrix^{-1}
>
> (inverse_of_A*B = inverse_of_B * inverse_of_A)
>
> Ok I get it, the function is to create a transformation matrix, I
> thought it is using for vector transformation. Thanks.
Well, the argument passed is a Matrix, not a vector.
Paul
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