Matrix Manual (Cinema API)

About

In 3D graphics a matrix is used to represent the transformation from one coordinate system to another. The typical use case is the transformation matrix that defines the position, rotation and scale of an object in 3D space.

The Cinema API matrix classes available:

  • ::Matrix32: A matrix composed of Vector32 elements.
  • ::Matrix64: A matrix composed of Vector64 elements.
  • ::Matrix: Defined as Matrix64.

See also Vector Manual (Cinema API).

Warning
A description of Maxon API matrix classes can be found here: Matrices.

Access

To retrieve and modify ::Matrix objects stored in a BaseObject respectively use:

  • BaseObject::GetMg(): Returns the world (global) matrix representing the object's position, scale and rotation.
  • BaseObject::SetMg(): Sets the world (global) matrix representing the object's position, scale and rotation.

For more object related matrices see BaseObject.

To retrieve and modify ::Matrix objects stored in a BaseContainer respectively use:

  • BaseContainer::GetMatrix(): Returns the ::Matrix stored at the given ID.
  • BaseContainer::SetMatrix(): Sets the ::Matrix stored at the given ID.

See also BaseContainer Manual.

To retrieve and modify ::Matrix objects stored in a GeData object (GeData type is ::DA_MATRIX) respectively use:

  • GeData::GetMatrix(): Returns the ::Matrix object.
  • GeData::SetMatrix(): Stores the ::Matrix object.

See also GeData Manual.

// This example reads a Matrix userdata parameter from the given object
// and creates a new cube using that Matrix.
const DescID id = ConstDescID(DescLevel(ID_USERDATA, DTYPE_SUBCONTAINER, 0), DescLevel(1, DTYPE_MATRIX, 0));
GeData data;
// read the user data parameter 1
if (object->GetParameter(id, data, DESCFLAGS_GET::NONE))
{
const Matrix mg = data.GetMatrix();
BaseObject* const cube = BaseObject::Alloc(Ocube);
if (cube != nullptr)
{
cube->SetMg(mg);
doc->InsertObject(cube, nullptr, nullptr);
}
}
NONE
Definition: asset_browser.h:1
@ DTYPE_MATRIX
Matrix
Definition: lib_description.h:70
@ DTYPE_SUBCONTAINER
Sub-container.
Definition: lib_description.h:57
#define Ocube
Cube.
Definition: ge_prepass.h:1118
#define ID_USERDATA
User data ID.
Definition: lib_description.h:24
#define ConstDescID(...)
Definition: lib_description.h:592
maxon::Mat3< maxon::Vector64 > Matrix
Definition: ge_math.h:159
const char * doc
Definition: pyerrors.h:226
Definition: object.h:105

Components

A matrix is composed of four vector components:

  • Matrix::off: The translation vector.
  • Matrix::sqmat::v1: The X-axis coordinate in a left-handed coordinate system of a transformed X-axis aligned unit-vector.
  • Matrix::sqmat::v2: The Y-axis coordinate in a left-handed coordinate system of a transformed Y-axis aligned unit-vector.
  • Matrix::sqmat::v3: The Z-axis coordinate in a left-handed coordinate system of a transformed Z-axis aligned unit-vector.
// This example prints the world space position of the given object.
const Matrix mg = object->GetMg();
ApplicationOutput("World Space Position: @"_s, mg.off);
#define ApplicationOutput(formatString,...)
Definition: debugdiagnostics.h:204

Functionality

Apply Transformation

A matrix is typically used to transform a given vector.

  • Matrix::operator*() const: Transforms the given vector.
// This example loops through all points of the given point object.
// For each point the coordinates are transferred into world space
// and a sphere is created at that location.
const Vector* const points = pointObject->GetPointR();
const Int32 pointCount = pointObject->GetPointCount();
const Matrix mg = pointObject->GetMg();
for (Int32 i = 0; i < pointCount; ++i)
{
if (points)
{
const Vector point = points[i];
const Vector worldSpacePosition = mg * point;
BaseObject* const sphere = BaseObject::Alloc(Osphere);
if (sphere != nullptr)
{
sphere->SetMg(MatrixMove(worldSpacePosition));
doc->InsertObject(sphere, nullptr, nullptr);
}
}
}
Py_ssize_t i
Definition: abstract.h:645
#define Osphere
Sphere.
Definition: ge_prepass.h:1119
Matrix MatrixMove(const Vector &t)
Definition: c4d_tools.h:272
maxon::Int32 Int32
Definition: ge_sys_math.h:51
maxon::Vec3< maxon::Float64, 1 > Vector
Definition: ge_math.h:140

Edit Matrix

Basic operations to edit a matrix are done using operators or special functions:

// This example calculates the position of objectB in the local space of objectA.
const Matrix mgA = objectA->GetMg();
const Matrix inverse = ~mgA;
const Vector worldSpacePos = objectB->GetMg().off;
const Vector localSpacePos = inverse * worldSpacePos;
const maxon::String objectBName { objectB->GetName() };
const maxon::String objectAName { objectA->GetName() };
ApplicationOutput("Object "_s + objectBName);
ApplicationOutput("Position @ in the local space of @"_s, localSpacePos, objectAName);
Definition: string.h:1287

Compare

Two matrices can be compared using the usual operators:

Note
For save comparison of floating point values see Compare.

Disc I/O

Matrix objects can be stored in a BaseFile or a HyperFile using:

  • BaseFile::ReadMatrix32(): Reads the Matrix32 from the BaseFile.
  • BaseFile::WriteMatrix32(): Writes the Matrix32 to the BaseFile.
  • BaseFile::ReadMatrix64(): Reads the Matrix64 from the BaseFile.
  • BaseFile::WriteMatrix64(): Writes the Matrix64 to the BaseFile.
// This example writes the Matrix into a new BaseFile.
AutoAlloc<BaseFile> bf;
if (bf == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
// open BaseFile to write
{
bf->WriteMatrix64(matrix);
bf->Close();
}
PyCompilerFlags const char * filename
Definition: ast.h:15
WRITE
Problems writing the file.
Definition: ge_prepass.h:4
#define MAXON_SOURCE_LOCATION
Definition: memoryallocationbase.h:69
ANY
Definition: lib_substance.h:28
// This example reads a Matrix form the given BaseFile.
AutoAlloc<BaseFile> bf;
if (bf == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
// open BaseFile to read
{
Matrix matrix;
bf->ReadMatrix64(&matrix);
READ
Problems reading the file.
Definition: ge_prepass.h:3
  • HyperFile::ReadMatrix(): Reads the ::Matrix from the HyperFile.
  • HyperFile::WriteMatrix(): Writes the ::Matrix to the HyperFile.
  • HyperFile::ReadMatrix32(): Reads the Matrix32 from the HyperFile.
  • HyperFile::WriteMatrix32(): Writes the Matrix32 to the HyperFile.
  • HyperFile::ReadMatrix64(): Reads the Matrix64 from the HyperFile.
  • HyperFile::WriteMatrix64(): Writes the Matrix64 to the HyperFile.
// This example writes the Matrix into a new HyperFile.
AutoAlloc<HyperFile> hf;
if (hf == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
// open HyperFile to write
if (hf->Open('matr', filename, FILEOPEN::WRITE, FILEDIALOG::ANY))
{
hf->WriteMatrix(matrix);
hf->Close();
}
// This example reads a Matrix from the given HyperFile.
AutoAlloc<HyperFile> hf;
if (hf == nullptr)
return maxon::OutOfMemoryError(MAXON_SOURCE_LOCATION);
// open HyperFile to read
if (hf->Open('matr', filename, FILEOPEN::READ, FILEDIALOG::ANY))
{
Matrix matrix;
hf->ReadMatrix(&matrix);

See also BaseFile Manual on Matrix and HyperFile Manual on Matrix.

Utility Functions

Several utility functions can be used to easily create matrices:

Matrices also represent rotations. Several functions can be used to change and obtain the rotation stored in a matrix:

Note
Rotations are represented by vectors, see also Vector Manual (Cinema API).

Matrix utility:

  • RebuildMatrix(): Recalculates a matrix making it orthogonal if one or more of its vectors is collapsed
// This example creates a rotation matrix based on a direction vector
// and applies it to the given object.
const Vector vec { 100, 100, 100 };
const Vector rotation = VectorToHPB(vec);
const Matrix mg = HPBToMatrix(rotation, ROTATIONORDER::DEFAULT);
object->SetMg(mg);
Vector VectorToHPB(const Vector &p)
Matrix HPBToMatrix(const Vector &hpb, ROTATIONORDER rot_order)
DEFAULT
Default.
Definition: lib_ca.h:4

Further Reading