Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Peter K.H. Gragert
I forgot to mention the meaning of   m1 *= m2   (it should be mathematically
correct as it look like not to be so)
(see start of this thread)

Peter
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Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Peter K.H. Gragert
I  just played with numpy   and the numpy matrix behaves in print and
operation as is (for me at least)
 normally done in mathematics and so is done in the wikipedia.org about
matrices!!!

So eventually one could look there how it is done, that layout and
mathematical interpretation
is the same ... the internal ordering of matrix elemens is more or less
irrelevant.

Starting point too are vectors and an n-dimensional vector is an object with
ordered n numbers, and one says (makes!)  an element of a linear space R(n).
In combination with matrices rather often vectors are viewed as matrices
with either one row or one column  R(n,1) or R(1, n)   whereas matrices with
n rows and m columns are elements of
R(n,m).

Then matrix multiplication between those matrix spaces are only possible
with
m1 element R(n,m) and  m2 R(p,q)   ==>  m1 * m2 if and only if  m = p with
result an element of R(n,q)

now take a normal world_matrix of Blender which is an element of R(4,4),
e.g. mat.

Multiplication with a vector one has to defined  by thinking a vector as
being a matrix!
And that is very often done.
But you than have a choice: a vector  vec , element R(n),  look at it as
element of R(n,1) (column vector) or element  of R(1,n) row vector!

At THIS moment Vectors are printed in the console as row, so it would, my
opinion, be wise to say vectors in Blender are elemens of R(1,n)
(row-vectors!) with as consequence that
the multiplication of (world!!!) matrix with a vector  has to be
vec * mat, delivering again an element of R(1,n)
Meaning: mat * vec is FORBIDDEN!
Probably this is suitable too to the internal column first ordering of
matrices (but not essential)
as far as mathematically good results occur in operation but too in layout!

Now the print at THIS moment of the a (world) matrix in the Python console
as well defining a matrix is
row-wise (am I right?, I think so because
>From an 2 x 3 numpy matrix m1
>>> m1
matrix([[1, 2, 3],
[4, 5, 6]])

Now Mathutils:
>>> M1 = Matrix(((m1[0,0],m1[0,1],m1[0,2]),(m1[1,0],m1[1,1],m1[1,2])))
>>> M1
Matrix(((1.0, 2.0, 3.0),
(4.0, 5.0, 6.0)))
Same layout should mean same mathematical interpretation

Result: the Blender a week ago or so was correct, not allowing Matrix *
Vector but only
Vector * Matrix.

How matrices and or vectors are stored is not so important, maybe the
execution time
prefers column first?

Greets
   Peter ( a retired mathematician ;-) )
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Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Morten Mikkelsen
>
> >This seems like the basis of a religious war...like endianness.
>

Then let's make sure we don't turn it into one. That being said I don't
think
this should keep us from discussing the subject. It's a relevant issue
and we have moderators to deal with spats.

Cheers,

Morten.






>
> Even though I generally like to do things the way mathematicians do it,
> I'd suggest leaving it the Blender traditional way by default and invite
> anyone who strongly prefers it the other way to write an API function
> to switch the sense to math_usual_order within a python routine -- or some
> other scope that doesn't interact with other code. (This avoids
> depreciation hassles.)  I do think a using very limited scope would make
> it easier people to follow the code as otherwise they'll get confused
> about which order.
>
>
> On Wed, Jul 27, 2011 at 10:16 AM, Campbell Barton 
> wrote:
> > This is definitely possible with the api (and probably not all that
> > much work) but its quite a big change for some script authors - unlike
> > multiplication order (trivial by comparison).
> >
> > I don't have a sense for whats normal here since I only use mathutils
> > but if this is so confusing and most/all other apis do it ROW-MAJOR
> > then perhaps?
> >
> > Interested to hear other blender devs opinions on this.
> >
> > On Wed, Jul 27, 2011 at 11:56 PM, Morten Mikkelsen 
> wrote:
> >> I am with you on this one. Memory layout is one thing. Abstraction is
> >> something else entirely.
> >> Afterall, one could choose the memory layout to be some crazy fixed
> random
> >> layout or a swizzled
> >> layout or whatever. And in both cases there is no reason why, at
> abstraction
> >> level, either one could be considered
> >> column or alternatively row major. As an example if the abstraction is
> >> column major you'd set translation as a set_column
> >> function (and set_row if the api is row major). This can work with any
> >> memory layout. To me they are two separate things.
> >>
> >> (It's implied here that set_column refers to the abstract column).
> >>
> >> Cheers,
> >>
> >> Morten.
> >>
> >>
> >>
> >>
> >>
> >>
> >> On Wed, Jul 27, 2011 at 6:05 AM, Paul Melis  wrote:
> >>
> >>> Just chiming in here
> >>>
> >>> On 07/27/2011 12:47 PM, Benoit Bolsee wrote:
> >>> > Hi, I repeat once more: mathutils matrices are COLUMN-MAJOR. This
> means
> >>> > that the top elements in the definition list are columns, not rows,
> >>> > despite the fact that they are printed horizontaly.
> >>> > [...]
> >>> > Mathutils matrices are column-major because that's how Blender stores
> >>> > the matrices internal, and Blender uses that convention because
> openGL
> >>> > uses it.
> >>>
> >>> Why would the textual (or any higher-level representation) have to
> >>> follow the storage layout?
> >>>
> >>> For me those are two distinct concepts and it would be the least
> >>> confusing to have the matrix representation follow the regular math
> >>> convention. E.g.
> >>> http://www.opengl.org/sdk/docs/man/xhtml/glLoadMatrix.xml shows
> >>> multiplication with a matrix m being loaded as
> >>>
> >>>   / m[0]  m[4]  m[8]   m[12] \   / v[0] \
> >>> M(v) = | m[1]  m[5]  m[9]   m[13] | x | v[1] |
> >>>   | m[2]  m[6]  m[10]  m[14] |   | v[2] |
> >>>   \ m[3]  m[7]  m[11]  m[15] /   \ v[3] /
> >>>
> >>> even though the actual storage order of the matrix is obviously
> >>> column-major.
> >>>
> >>> Secondly, when creating a matrix with Matrix([e1, e2, e3, e4]) I was
> >>> very surprised to see that the e_i represent columns! Again, this is
> the
> >>> storage layout coming through on a higher level, which is confusing.
> >>>
> >>> Anyways, just my 2 cents.
> >>>
> >>> Regards,
> >>> Paul
> >>> ___
> >>> Bf-committers mailing list
> >>> Bf-committers@blender.org
> >>> http://lists.blender.org/mailman/listinfo/bf-committers
> >>>
> >> ___
> >> Bf-committers mailing list
> >> Bf-committers@blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> >
> >
> >
> > --
> > - Campbell
> > ___
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> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> --
> No essence.  No permanence.  No perfection.  Only action.
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Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Jim Williams
This seems like the basis of a religious war...like endianness.

Even though I generally like to do things the way mathematicians do it,
I'd suggest leaving it the Blender traditional way by default and invite
anyone who strongly prefers it the other way to write an API function
to switch the sense to math_usual_order within a python routine -- or some
other scope that doesn't interact with other code. (This avoids
depreciation hassles.)  I do think a using very limited scope would make
it easier people to follow the code as otherwise they'll get confused
about which order.


On Wed, Jul 27, 2011 at 10:16 AM, Campbell Barton  wrote:
> This is definitely possible with the api (and probably not all that
> much work) but its quite a big change for some script authors - unlike
> multiplication order (trivial by comparison).
>
> I don't have a sense for whats normal here since I only use mathutils
> but if this is so confusing and most/all other apis do it ROW-MAJOR
> then perhaps?
>
> Interested to hear other blender devs opinions on this.
>
> On Wed, Jul 27, 2011 at 11:56 PM, Morten Mikkelsen  
> wrote:
>> I am with you on this one. Memory layout is one thing. Abstraction is
>> something else entirely.
>> Afterall, one could choose the memory layout to be some crazy fixed random
>> layout or a swizzled
>> layout or whatever. And in both cases there is no reason why, at abstraction
>> level, either one could be considered
>> column or alternatively row major. As an example if the abstraction is
>> column major you'd set translation as a set_column
>> function (and set_row if the api is row major). This can work with any
>> memory layout. To me they are two separate things.
>>
>> (It's implied here that set_column refers to the abstract column).
>>
>> Cheers,
>>
>> Morten.
>>
>>
>>
>>
>>
>>
>> On Wed, Jul 27, 2011 at 6:05 AM, Paul Melis  wrote:
>>
>>> Just chiming in here
>>>
>>> On 07/27/2011 12:47 PM, Benoit Bolsee wrote:
>>> > Hi, I repeat once more: mathutils matrices are COLUMN-MAJOR. This means
>>> > that the top elements in the definition list are columns, not rows,
>>> > despite the fact that they are printed horizontaly.
>>> > [...]
>>> > Mathutils matrices are column-major because that's how Blender stores
>>> > the matrices internal, and Blender uses that convention because openGL
>>> > uses it.
>>>
>>> Why would the textual (or any higher-level representation) have to
>>> follow the storage layout?
>>>
>>> For me those are two distinct concepts and it would be the least
>>> confusing to have the matrix representation follow the regular math
>>> convention. E.g.
>>> http://www.opengl.org/sdk/docs/man/xhtml/glLoadMatrix.xml shows
>>> multiplication with a matrix m being loaded as
>>>
>>>       / m[0]  m[4]  m[8]   m[12] \   / v[0] \
>>> M(v) = | m[1]  m[5]  m[9]   m[13] | x | v[1] |
>>>       | m[2]  m[6]  m[10]  m[14] |   | v[2] |
>>>       \ m[3]  m[7]  m[11]  m[15] /   \ v[3] /
>>>
>>> even though the actual storage order of the matrix is obviously
>>> column-major.
>>>
>>> Secondly, when creating a matrix with Matrix([e1, e2, e3, e4]) I was
>>> very surprised to see that the e_i represent columns! Again, this is the
>>> storage layout coming through on a higher level, which is confusing.
>>>
>>> Anyways, just my 2 cents.
>>>
>>> Regards,
>>> Paul
>>> ___
>>> Bf-committers mailing list
>>> Bf-committers@blender.org
>>> http://lists.blender.org/mailman/listinfo/bf-committers
>>>
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
>
>
>
> --
> - Campbell
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>



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Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Morten Mikkelsen
well actually I am used to column major myself (at the abstraction level).
I only meant I agree that memory layout and abstraction does not have to be
the same when it comes
to row vs, column major.

cheers,

Morten.


On Wed, Jul 27, 2011 at 7:16 AM, Campbell Barton wrote:

> This is definitely possible with the api (and probably not all that
> much work) but its quite a big change for some script authors - unlike
> multiplication order (trivial by comparison).
>
> I don't have a sense for whats normal here since I only use mathutils
> but if this is so confusing and most/all other apis do it ROW-MAJOR
> then perhaps?
>
> Interested to hear other blender devs opinions on this.
>
> On Wed, Jul 27, 2011 at 11:56 PM, Morten Mikkelsen 
> wrote:
> > I am with you on this one. Memory layout is one thing. Abstraction is
> > something else entirely.
> > Afterall, one could choose the memory layout to be some crazy fixed
> random
> > layout or a swizzled
> > layout or whatever. And in both cases there is no reason why, at
> abstraction
> > level, either one could be considered
> > column or alternatively row major. As an example if the abstraction is
> > column major you'd set translation as a set_column
> > function (and set_row if the api is row major). This can work with any
> > memory layout. To me they are two separate things.
> >
> > (It's implied here that set_column refers to the abstract column).
> >
> > Cheers,
> >
> > Morten.
> >
> >
> >
> >
> >
> >
> > On Wed, Jul 27, 2011 at 6:05 AM, Paul Melis  wrote:
> >
> >> Just chiming in here
> >>
> >> On 07/27/2011 12:47 PM, Benoit Bolsee wrote:
> >> > Hi, I repeat once more: mathutils matrices are COLUMN-MAJOR. This
> means
> >> > that the top elements in the definition list are columns, not rows,
> >> > despite the fact that they are printed horizontaly.
> >> > [...]
> >> > Mathutils matrices are column-major because that's how Blender stores
> >> > the matrices internal, and Blender uses that convention because openGL
> >> > uses it.
> >>
> >> Why would the textual (or any higher-level representation) have to
> >> follow the storage layout?
> >>
> >> For me those are two distinct concepts and it would be the least
> >> confusing to have the matrix representation follow the regular math
> >> convention. E.g.
> >> http://www.opengl.org/sdk/docs/man/xhtml/glLoadMatrix.xml shows
> >> multiplication with a matrix m being loaded as
> >>
> >>   / m[0]  m[4]  m[8]   m[12] \   / v[0] \
> >> M(v) = | m[1]  m[5]  m[9]   m[13] | x | v[1] |
> >>   | m[2]  m[6]  m[10]  m[14] |   | v[2] |
> >>   \ m[3]  m[7]  m[11]  m[15] /   \ v[3] /
> >>
> >> even though the actual storage order of the matrix is obviously
> >> column-major.
> >>
> >> Secondly, when creating a matrix with Matrix([e1, e2, e3, e4]) I was
> >> very surprised to see that the e_i represent columns! Again, this is the
> >> storage layout coming through on a higher level, which is confusing.
> >>
> >> Anyways, just my 2 cents.
> >>
> >> Regards,
> >> Paul
> >> ___
> >> Bf-committers mailing list
> >> Bf-committers@blender.org
> >> http://lists.blender.org/mailman/listinfo/bf-committers
> >>
> > ___
> > Bf-committers mailing list
> > Bf-committers@blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> --
> - Campbell
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Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Campbell Barton
This is definitely possible with the api (and probably not all that
much work) but its quite a big change for some script authors - unlike
multiplication order (trivial by comparison).

I don't have a sense for whats normal here since I only use mathutils
but if this is so confusing and most/all other apis do it ROW-MAJOR
then perhaps?

Interested to hear other blender devs opinions on this.

On Wed, Jul 27, 2011 at 11:56 PM, Morten Mikkelsen  wrote:
> I am with you on this one. Memory layout is one thing. Abstraction is
> something else entirely.
> Afterall, one could choose the memory layout to be some crazy fixed random
> layout or a swizzled
> layout or whatever. And in both cases there is no reason why, at abstraction
> level, either one could be considered
> column or alternatively row major. As an example if the abstraction is
> column major you'd set translation as a set_column
> function (and set_row if the api is row major). This can work with any
> memory layout. To me they are two separate things.
>
> (It's implied here that set_column refers to the abstract column).
>
> Cheers,
>
> Morten.
>
>
>
>
>
>
> On Wed, Jul 27, 2011 at 6:05 AM, Paul Melis  wrote:
>
>> Just chiming in here
>>
>> On 07/27/2011 12:47 PM, Benoit Bolsee wrote:
>> > Hi, I repeat once more: mathutils matrices are COLUMN-MAJOR. This means
>> > that the top elements in the definition list are columns, not rows,
>> > despite the fact that they are printed horizontaly.
>> > [...]
>> > Mathutils matrices are column-major because that's how Blender stores
>> > the matrices internal, and Blender uses that convention because openGL
>> > uses it.
>>
>> Why would the textual (or any higher-level representation) have to
>> follow the storage layout?
>>
>> For me those are two distinct concepts and it would be the least
>> confusing to have the matrix representation follow the regular math
>> convention. E.g.
>> http://www.opengl.org/sdk/docs/man/xhtml/glLoadMatrix.xml shows
>> multiplication with a matrix m being loaded as
>>
>>       / m[0]  m[4]  m[8]   m[12] \   / v[0] \
>> M(v) = | m[1]  m[5]  m[9]   m[13] | x | v[1] |
>>       | m[2]  m[6]  m[10]  m[14] |   | v[2] |
>>       \ m[3]  m[7]  m[11]  m[15] /   \ v[3] /
>>
>> even though the actual storage order of the matrix is obviously
>> column-major.
>>
>> Secondly, when creating a matrix with Matrix([e1, e2, e3, e4]) I was
>> very surprised to see that the e_i represent columns! Again, this is the
>> storage layout coming through on a higher level, which is confusing.
>>
>> Anyways, just my 2 cents.
>>
>> Regards,
>> Paul
>> ___
>> Bf-committers mailing list
>> Bf-committers@blender.org
>> http://lists.blender.org/mailman/listinfo/bf-committers
>>
> ___
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Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Morten Mikkelsen
I am with you on this one. Memory layout is one thing. Abstraction is
something else entirely.
Afterall, one could choose the memory layout to be some crazy fixed random
layout or a swizzled
layout or whatever. And in both cases there is no reason why, at abstraction
level, either one could be considered
column or alternatively row major. As an example if the abstraction is
column major you'd set translation as a set_column
function (and set_row if the api is row major). This can work with any
memory layout. To me they are two separate things.

(It's implied here that set_column refers to the abstract column).

Cheers,

Morten.






On Wed, Jul 27, 2011 at 6:05 AM, Paul Melis  wrote:

> Just chiming in here
>
> On 07/27/2011 12:47 PM, Benoit Bolsee wrote:
> > Hi, I repeat once more: mathutils matrices are COLUMN-MAJOR. This means
> > that the top elements in the definition list are columns, not rows,
> > despite the fact that they are printed horizontaly.
> > [...]
> > Mathutils matrices are column-major because that's how Blender stores
> > the matrices internal, and Blender uses that convention because openGL
> > uses it.
>
> Why would the textual (or any higher-level representation) have to
> follow the storage layout?
>
> For me those are two distinct concepts and it would be the least
> confusing to have the matrix representation follow the regular math
> convention. E.g.
> http://www.opengl.org/sdk/docs/man/xhtml/glLoadMatrix.xml shows
> multiplication with a matrix m being loaded as
>
>   / m[0]  m[4]  m[8]   m[12] \   / v[0] \
> M(v) = | m[1]  m[5]  m[9]   m[13] | x | v[1] |
>   | m[2]  m[6]  m[10]  m[14] |   | v[2] |
>   \ m[3]  m[7]  m[11]  m[15] /   \ v[3] /
>
> even though the actual storage order of the matrix is obviously
> column-major.
>
> Secondly, when creating a matrix with Matrix([e1, e2, e3, e4]) I was
> very surprised to see that the e_i represent columns! Again, this is the
> storage layout coming through on a higher level, which is confusing.
>
> Anyways, just my 2 cents.
>
> Regards,
> Paul
> ___
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Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Paul Melis
Just chiming in here

On 07/27/2011 12:47 PM, Benoit Bolsee wrote:
> Hi, I repeat once more: mathutils matrices are COLUMN-MAJOR. This means
> that the top elements in the definition list are columns, not rows,
> despite the fact that they are printed horizontaly. 
> [...]
> Mathutils matrices are column-major because that's how Blender stores
> the matrices internal, and Blender uses that convention because openGL
> uses it.

Why would the textual (or any higher-level representation) have to
follow the storage layout?

For me those are two distinct concepts and it would be the least
confusing to have the matrix representation follow the regular math
convention. E.g.
http://www.opengl.org/sdk/docs/man/xhtml/glLoadMatrix.xml shows
multiplication with a matrix m being loaded as

   / m[0]  m[4]  m[8]   m[12] \   / v[0] \
M(v) = | m[1]  m[5]  m[9]   m[13] | x | v[1] |
   | m[2]  m[6]  m[10]  m[14] |   | v[2] |
   \ m[3]  m[7]  m[11]  m[15] /   \ v[3] /

even though the actual storage order of the matrix is obviously
column-major.

Secondly, when creating a matrix with Matrix([e1, e2, e3, e4]) I was
very surprised to see that the e_i represent columns! Again, this is the
storage layout coming through on a higher level, which is confusing.

Anyways, just my 2 cents.

Regards,
Paul
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Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Campbell Barton
I'll be sure to include this in the API docs, possibly my change to
repr caused more confusion since the string output of a matrix is:

>>> Matrix()
Matrix(((1.0, 0.0, 0.0, 0.0),
(0.0, 1.0, 0.0, 0.0),
(0.0, 0.0, 1.0, 0.0),
(0.0, 0.0, 0.0, 1.0)))


We could remove \n's

Matrix(((1.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 1.0,
0.0), (0.0, 0.0, 0.0, 1.0)))

... for __repr__ and have a __str__ method that gives a more typical
math style print.

Either way, notes in docs explaining this would be good so we can
point devs here since its a re-occurring topic.

On Wed, Jul 27, 2011 at 8:47 PM, Benoit Bolsee  wrote:
> Hi, I repeat once more: mathutils matrices are COLUMN-MAJOR. This means
> that the top elements in the definition list are columns, not rows,
> despite the fact that they are printed horizontaly. So the following
> code:
>
> m1 = Matrix([[ 1,  0,  2], [-1,  3,  1]])
> m2 = Matrix([[3, 1],[2, 1],[1, 0]])
> print(m1*m2)
>
> Translates into this in ordinary notation:
>
> (1 -1) X (3  2  1) = (2  1  1)
> (0  3)   (1  1  0)   (3  3  0)
> (2  1)               (7  5  2)
>
> Which is exactly what blender returns.
>
> Mathutils matrices are column-major because that's how Blender stores
> the matrices internal, and Blender uses that convention because openGL
> uses it.
>
>
>> -Original Message-
>> From: bf-committers-boun...@blender.org
>> [mailto:bf-committers-boun...@blender.org] On Behalf Of
>> bf-committers-requ...@blender.org
>> Sent: mercredi 27 juillet 2011 12:00
>> To: bf-committers@blender.org
>> Subject: Bf-committers Digest, Vol 84, Issue 26
> On Tue, 26 Jul 2011 16:49:54 +0200, "Peter K.H. Gragert"
>  wrote:
>>
>> Hallo,
>> First try ...
>>
>> Put this text in the console and run it
>> code start=
>> import bpy
>> from mathutils import Matrix
>> print("\nSTART---")
>> m1 = Matrix([[ 1,  0,  2],
>>         [-1,  3,  1]])
>> print(m1, "\nelement R(2,3)")
>>
>> m2 = Matrix([[3, 1],
>>         [2, 1],
>>         [1, 0]])
>> print(m2, "\nelement R(3,2)")
>>
>> print("m1 * m2 =", m1*m2, " should be element R(2,3) * R(3,2)
>> => R(2,2) but is R(3,3) so math it looks like m2 * m1 so it
>> is STRANGE!")
>>
>> print("m2*m1 = ", m2*m1, " should be element R(3,2) * R( 2,3)
>> => R(3,3) but is R(2,2) so math it looks like m1 *
>> m2,(consistantly) STRANGE")
>>
>> # checking what *= means
>> m1_Copy = m1.copy()
>> m1_Copy *= m2
>> m1_BlStar_m2 = m1_Copy
>> print("m1 BLender *= m2",  m1_BlStar_m2 ,"should be element
>> dependant of what *= means , right or left multiplication")
>> print("result shows it is interpretated as math: m1 * m2,
>> \n\n ==> so  math RIGHT  multiplication!")
>> print( "check:",   m1 * m2 == m1_BlStar_m2 )
>> print("\n+ now again?!!??? ")
>> m1_BlStarm_m2_Copy = m1_BlStar_m2.copy()
>> m1_BlStarm_m2_Copy *= m2
>> m1_BlStar_m2_BlStar_m2 = m1_BlStarm_m2_Copy
>> print(" m1 BlStar_m2_BlStar_m2 =\n", m1_BlStar_m2_BlStar_m2,
>> "\nshould be ERROR R(3,3) * R(3,2) => R(3,2) but is R(3,3) ERROR!")
>>
>> code end=
>>
>>
>> ==>   matrix multiplication is NOT like math matrix multiblication
>>
>> m1 * m2 in Blender correspondent with m2 * m1 in math
>> (STRANGE not nice  but ... let it be so)
>>
>> But THEN  *=
>> m2  *=  m1 behaves very strange and to my opinion wrong!
>>
>> Greetings
>>    Peter K.H. Gragert
>>
>
>
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-- 
- Campbell
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Re: [Bf-committers] matrix multiplication in Blender SVN of this morning (W32 Vista mingw compiled)

2011-07-27 Thread Benoit Bolsee
Hi, I repeat once more: mathutils matrices are COLUMN-MAJOR. This means
that the top elements in the definition list are columns, not rows,
despite the fact that they are printed horizontaly. So the following
code:

m1 = Matrix([[ 1,  0,  2], [-1,  3,  1]])
m2 = Matrix([[3, 1],[2, 1],[1, 0]])
print(m1*m2)

Translates into this in ordinary notation:

(1 -1) X (3  2  1) = (2  1  1)
(0  3)   (1  1  0)   (3  3  0)
(2  1)   (7  5  2)

Which is exactly what blender returns.

Mathutils matrices are column-major because that's how Blender stores
the matrices internal, and Blender uses that convention because openGL
uses it. 


> -Original Message-
> From: bf-committers-boun...@blender.org 
> [mailto:bf-committers-boun...@blender.org] On Behalf Of 
> bf-committers-requ...@blender.org
> Sent: mercredi 27 juillet 2011 12:00
> To: bf-committers@blender.org
> Subject: Bf-committers Digest, Vol 84, Issue 26
On Tue, 26 Jul 2011 16:49:54 +0200, "Peter K.H. Gragert"
 wrote:
> 
> Hallo,
> First try ...
> 
> Put this text in the console and run it
> code start=
> import bpy
> from mathutils import Matrix
> print("\nSTART---")
> m1 = Matrix([[ 1,  0,  2],
> [-1,  3,  1]])
> print(m1, "\nelement R(2,3)")
> 
> m2 = Matrix([[3, 1],
> [2, 1],
> [1, 0]])
> print(m2, "\nelement R(3,2)")
> 
> print("m1 * m2 =", m1*m2, " should be element R(2,3) * R(3,2) 
> => R(2,2) but is R(3,3) so math it looks like m2 * m1 so it 
> is STRANGE!")
> 
> print("m2*m1 = ", m2*m1, " should be element R(3,2) * R( 2,3) 
> => R(3,3) but is R(2,2) so math it looks like m1 * 
> m2,(consistantly) STRANGE")
> 
> # checking what *= means
> m1_Copy = m1.copy()
> m1_Copy *= m2
> m1_BlStar_m2 = m1_Copy
> print("m1 BLender *= m2",  m1_BlStar_m2 ,"should be element 
> dependant of what *= means , right or left multiplication") 
> print("result shows it is interpretated as math: m1 * m2, 
> \n\n ==> so  math RIGHT  multiplication!")
> print( "check:",   m1 * m2 == m1_BlStar_m2 )
> print("\n+ now again?!!??? ")
> m1_BlStarm_m2_Copy = m1_BlStar_m2.copy()
> m1_BlStarm_m2_Copy *= m2
> m1_BlStar_m2_BlStar_m2 = m1_BlStarm_m2_Copy
> print(" m1 BlStar_m2_BlStar_m2 =\n", m1_BlStar_m2_BlStar_m2, 
> "\nshould be ERROR R(3,3) * R(3,2) => R(3,2) but is R(3,3) ERROR!")
> 
> code end=
> 
> 
> ==>   matrix multiplication is NOT like math matrix multiblication
> 
> m1 * m2 in Blender correspondent with m2 * m1 in math 
> (STRANGE not nice  but ... let it be so)
> 
> But THEN  *=
> m2  *=  m1 behaves very strange and to my opinion wrong!
> 
> Greetings
>Peter K.H. Gragert
> 


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