warp.transform\_from\_matrix ============================ .. currentmodule:: warp._src.lang .. function:: transform_from_matrix(mat: Matrix[float32, Literal[4], Literal[4]]) -> Transformation[float32] .. wp-function-tags:: :kernel: true :python: true :differentiable: true :source: https://github.com/NVIDIA/warp/blob/release-1.18/warp/_src/math.py#L515-L539 Construct a transformation from a 4x4 matrix. .. math:: M = \begin{bmatrix} R_{00} & R_{01} & R_{02} & p_x \\ R_{10} & R_{11} & R_{12} & p_y \\ R_{20} & R_{21} & R_{22} & p_z \\ 0 & 0 & 0 & 1 \end{bmatrix} Where: * :math:`R` is the 3x3 rotation matrix extracted from the rotational part of the input matrix. * :math:`p` is the 3D position vector :math:`[p_x, p_y, p_z]` extracted from the input matrix. :param mat: Matrix to convert. :type mat: Matrix[Float, 4, 4] :returns: The transformation. :rtype: Transformation[Float] .. function:: transform_from_matrix(mat: Matrix[float16, Literal[4], Literal[4]]) -> Transformation[float16] :noindex: .. wp-function-tags:: :kernel: true :python: true :differentiable: true :source: https://github.com/NVIDIA/warp/blob/release-1.18/warp/_src/math.py#L515-L539 Construct a transformation from a 4x4 matrix. .. math:: M = \begin{bmatrix} R_{00} & R_{01} & R_{02} & p_x \\ R_{10} & R_{11} & R_{12} & p_y \\ R_{20} & R_{21} & R_{22} & p_z \\ 0 & 0 & 0 & 1 \end{bmatrix} Where: * :math:`R` is the 3x3 rotation matrix extracted from the rotational part of the input matrix. * :math:`p` is the 3D position vector :math:`[p_x, p_y, p_z]` extracted from the input matrix. :param mat: Matrix to convert. :type mat: Matrix[Float, 4, 4] :returns: The transformation. :rtype: Transformation[Float] .. function:: transform_from_matrix(mat: Matrix[float64, Literal[4], Literal[4]]) -> Transformation[float64] :noindex: .. wp-function-tags:: :kernel: true :python: true :differentiable: true :source: https://github.com/NVIDIA/warp/blob/release-1.18/warp/_src/math.py#L515-L539 Construct a transformation from a 4x4 matrix. .. math:: M = \begin{bmatrix} R_{00} & R_{01} & R_{02} & p_x \\ R_{10} & R_{11} & R_{12} & p_y \\ R_{20} & R_{21} & R_{22} & p_z \\ 0 & 0 & 0 & 1 \end{bmatrix} Where: * :math:`R` is the 3x3 rotation matrix extracted from the rotational part of the input matrix. * :math:`p` is the 3D position vector :math:`[p_x, p_y, p_z]` extracted from the input matrix. :param mat: Matrix to convert. :type mat: Matrix[Float, 4, 4] :returns: The transformation. :rtype: Transformation[Float]