1. 概述
使用如下代码绘制一个面:
\'use strict\';
function init() {
//console.log("Using Three.js version: " + THREE.REVISION);
// create a scene, that will hold all our elements such as objects, cameras and lights.
var scene = new THREE.Scene();
// create a camera, which defines where we\'re looking at.
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
// position and point the camera to the center of the scene
camera.position.set(0, 0, 100); //相机的位置
camera.up.set(0, 1, 0); //相机以哪个方向为上方
camera.lookAt(new THREE.Vector3(1, 2, 3)); //相机看向哪个坐标。
console.log(camera.matrixWorldInverse);
// create a render and set the size
var renderer = new THREE.WebGLRenderer();
renderer.setClearColor(new THREE.Color(0x000000));
renderer.setSize(window.innerWidth, window.innerHeight);
// add the output of the renderer to the html element
document.getElementById("webgl-output").appendChild(renderer.domElement);
// create the ground plane
var planeGeometry = new THREE.PlaneGeometry(60, 20);
var planeMaterial = new THREE.MeshBasicMaterial({
color: 0xAAAAAA
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
// add the plane to the scene
scene.add(plane);
// rotate and position the plane
plane.position.set(15, 8, -10);
plane.rotation.x = THREE.Math.degToRad(30);
plane.rotation.y = THREE.Math.degToRad(45);
plane.rotation.z = THREE.Math.degToRad(60);
console.log(plane.matrixWorld);
renderer.render(scene, camera);
}
打印输出的视图矩阵和模型矩阵如下:
而去掉最后的渲染语句:
renderer.render(scene, camera);
之后,打印输出的视图矩阵和模型矩阵如下:
可以发现两者的输出结果并不一致,这其实涉及到three.js中矩阵更新的问题。
2. 详解
three.js中的Mesh和Camera都继承自Object3D,Object3D提供了更新图形矩阵的接口:
在分别设置Mesh和camera的图形变换参数之后,需要调用updateMatrixWorld()才能保证图形矩阵正确:
camera.updateMatrixWorld(true);
plane.updateMatrixWorld(true);
但是在调用renderer.render之后,three.js就会使得矩阵自动进行更新。所以除非必要,模型矩阵和视图矩阵可以不用显示更新。而console.log是异步操作,所以会出现打印信息是正常的现象。如果是单步调式模式,如果不调用updateMatrixWorld(),显示的就会是初始化的矩阵信息。
除此之外,Camera的投影矩阵也值得注意。PerspectiveCamera提供了更新投影矩阵的接口:
文档很明确的说明了,在改变Camera的投影参数之后,必须调用一次updateProjectionMatrix才能使Camera的效果生效。