visual3d:documentation:pipeline:expressions:array_and_matrix_functions
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visual3d:documentation:pipeline:expressions:array_and_matrix_functions [2024/11/25 15:24] – [Rotation Matrices] wikisysop | visual3d:documentation:pipeline:expressions:array_and_matrix_functions [2025/05/16 13:01] (current) – Cleaned up page formatting and added links. wikisysop | ||
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====== Array and Matrix Functions ====== | ====== Array and Matrix Functions ====== | ||
- | ==== Arrays ==== | + | These array and matrix functions can be used anywhere Visual3D allows [[visual3d: |
- | === Vector | + | ===== Arrays ===== |
- | **Vector**(a,b, etc) | + | Arrays can be thought of as a 1-dimensional ordered list of numerical values. |
- | creates a vector of the number of components specified | + | ==== Vector ==== |
+ | |||
+ | **Vector**(a, | ||
- | ! Create a metric signal with 2 components and one frame | ||
< | < | ||
+ | ! Create a metric signal with 2 components and one frame | ||
Metric_Explicit | Metric_Explicit | ||
! / | ! / | ||
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/ | / | ||
; | ; | ||
- | </ | ||
! Create a vector containing a constant, a two dimensional metric and a 3 dimensional model based signal. | ! Create a vector containing a constant, a two dimensional metric and a 3 dimensional model based signal. | ||
- | < | ||
Evaluate_Expression | Evaluate_Expression | ||
/ | / | ||
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The resulting signal will have the first three columns (one for the constant, one for the vector of 2 components) buffered to the number of frames of RKNEE_ANGLE by replicating the first frame. | The resulting signal will have the first three columns (one for the constant, one for the vector of 2 components) buffered to the number of frames of RKNEE_ANGLE by replicating the first frame. | ||
- | === List === | ||
- | **list(a, | + | ==== List ==== |
- | === Unit_Vector | + | |
- | **unit_vector | + | **list(a,b,etc)** - creates a list (column |
- | ==== Rotation Matrices ==== | + | |
- | === Rotation Multiply | + | ==== Unit_Vector ==== |
- | **Rotation_Multiply**(a, | + | **unit_vector (a, b, etc)** - creates a unit vector of the number of components specified. |
+ | |||
+ | ===== Rotation Matrices ===== | ||
+ | |||
+ | Rotation matrices are used throughout Visual3D because they can entirely contain the information regarding a segment' | ||
+ | |||
+ | ==== Rotation Multiply ==== | ||
+ | |||
+ | **Rotation_Multiply**(a, | ||
Example: Multiply two ROTATION signals | Example: Multiply two ROTATION signals | ||
< | < | ||
- | Evaluate_Expression* | + | Evaluate_Expression |
/ | / | ||
/ | / | ||
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</ | </ | ||
- | === Rotation Inverse === | + | ==== Rotation Inverse |
- | **Rotation_Inverse**(a) | + | **Rotation_Inverse**(a) |
Example: Inverse of a 4x4 ROTATION signal or a 3x3 LINK_MODEL_BASED ROTATION | Example: Inverse of a 4x4 ROTATION signal or a 3x3 LINK_MODEL_BASED ROTATION | ||
- | A good description of the inverse of a ROTATION signals can be found [[[http:// | ||
< | < | ||
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</ | </ | ||
- | === Rotation Transpose === | + | **Note**: A good description of the inverse of a ROTATION signals can be found [[http:// |
- | **Rotation_Transpose**(a) | + | ==== Rotation Transpose ==== |
+ | |||
+ | **Rotation_Transpose**(a) | ||
Example: Transpose of a 3x3 LINK_MODEL_BASED ROTATION signal | Example: Transpose of a 3x3 LINK_MODEL_BASED ROTATION signal | ||
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</ | </ | ||
- | === Pose_4x4 === | + | ==== Pose_4x4 |
- | This was created for the Shadow segments introduced in 2024. | + | **Pose_4x4(a, |
- | Create | + | |
+ | This function was created in support of the [[id=visual3d: | ||
+ | |||
+ | Example: Create a rotation matrix for a shadow segment of the right heel | ||
+ | < | ||
POSE_4X4(R_HEEL, | POSE_4X4(R_HEEL, | ||
+ | </ | ||
+ | ===== See Also ===== | ||
+ | Go back to see other [[visual3d: |
visual3d/documentation/pipeline/expressions/array_and_matrix_functions.txt · Last modified: 2025/05/16 13:01 by wikisysop