three.js 如何根据 mvp 矩阵来做渲染啊? - V2EX
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cs3230524
V2EX    3D

three.js 如何根据 mvp 矩阵来做渲染啊?

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  •   cs3230524 2020-12-19 13:19:11 +08:00 2447 次点击
    这是一个创建于 1825 天前的主题,其中的信息可能已经有所发展或是发生改变。

    不是很懂 3D,有熟悉的简单解释一下么。 这是矩阵信息

    { "viewport": [-105, 0, 851, 1136], // Viewport "models": [ { "name": "pinball", "mvprojection": [ // Model View Projection 2.394426, -0.04623331, -0.1083115, -0.1077713, 0.0528238, 1.809534, -0.05749675, -0.05720999, -0.2414996, -0.06555773, -0.9975035, -0.9925284, -187.2699, -213.9585, 399.7688, 407.75 ], "projection": [ //Projection 0, -1.811002, 0, 0, 2.407058, 0, 0, 0, 0.02137727, 0.0334729, -1.005013, -1, 0, 0, -10.02506, 0 ], "modelmatrix": [ //Model 0.02752107, 0.9937948, 0.1077713, 0, -0.9981321, 0.02143729, 0.05720999, 0, 0.05454468, -0.1091445, 0.9925284, 0, 110.6072, -74.17903, -407.75, 1 ] } ]} 

    这是一个物体

     var planeGeometry = new THREE.PlaneGeometry(60, 20); var planeMaterial = new THREE.MeshBasicMaterial({ color: 0xAAAAAA }); var plane = new THREE.Mesh(planeGeometry, planeMaterial); 

    所以我应该怎么操作啊?

    2 条回复    2020-12-19 20:26:00 +08:00
    Chanran
        1
    Chanran  
       2020-12-19 16:23:49 +08:00
    有了 MVP 直接 WebGL 渲染啊,three.js 帮你做的事就是帮你隐藏了 MVP 矩阵计算的复杂性的。
    gggxxxx
        2
    gggxxxx  
       2020-12-19 20:26:00 +08:00 via iPhone
    有精力的话,mvp 还是值得看看公式,不难。
    mvp 就是 m 和 v 和 p 三个矩阵相乘,在 shader 里决定 vertex 的最终位置就是每个点乘以 mvp 后的位置。
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