关于AS3里的Matrix3D中的appendXXX和prependXXX

时间:2023-03-08 19:51:33

最近在看3D相关的一些基础,因为搞as3这么多年了,决定3D基础这块还是从AS3入手,3D游戏开发这块从U3D入手,扯远了,研究Matrix3D类时发现了矩阵处理转换时的一些方法均分为appendXXX和prependXXX两种,帮助文档中的解释是后置和前置的区别,搞不清楚,所以决定花点时间弄一下这个东西。

直接上代码,最后一行注释是前四行代码的执行结果:

 var m:Matrix3D = new Matrix3D();
m.appendRotation(45, Vector3D.X_AXIS);
m.appendTranslation(10, 20, 30);
trace(m.decompose());
//Vector3D(10, 20, 30),Vector3D(0.7853981852531433, 0, 0),Vector3D(1, 1, 1) var m:Matrix3D = new Matrix3D();
m.appendTranslation(10, 20, 30);
m.appendRotation(45, Vector3D.X_AXIS);
trace(m.decompose());
//Vector3D(10, -7.071067810058594, 35.35533905029297),Vector3D(0.7853981852531433, 0, 0),Vector3D(1, 1, 1) var m:Matrix3D = new Matrix3D();
m.prependRotation(45, Vector3D.X_AXIS);
m.prependTranslation(10, 20, 30);
trace(m.decompose());
//Vector3D(10, -7.071067810058594, 35.35533905029297),Vector3D(0.7853981852531433, 0, 0),Vector3D(1, 1, 1) var m:Matrix3D = new Matrix3D();
m.prependTranslation(10, 20, 30);
m.prependRotation(45, Vector3D.X_AXIS);
trace(m.decompose());
//Vector3D(10, 20, 30),Vector3D(0.7853981852531433, 0, 0),Vector3D(1, 1, 1)

上面的示例可以看出两者之间的差距是运算顺序不同,prependXXX的运算顺序是反过来的,好吧,我们再看一个示例:

 var m:Matrix3D = new Matrix3D();
m.appendRotation(45, Vector3D.X_AXIS);
m.appendTranslation(10, 15, 20);
m.appendTranslation(10, 15, 20);
m.appendRotation(45, Vector3D.Y_AXIS);
m.appendTranslation(10, 15, 20);
m.appendTranslation(10, 20, 30);
m.appendRotation(45, Vector3D.Z_AXIS);
trace(m.decompose());
//Vector3D(-1.8198051452636719, 90.10408020019531, 64.14213562011719),Vector3D(0.7853981852531433, 0.7853982448577881, 0.7853981852531433),Vector3D(1, 1, 1)
m.appendTranslation(10, 20, 30);
trace(m.decompose());
//Vector3D(8.180194854736328, 110.10408020019531, 94.14213562011719),Vector3D(0.7853981852531433, 0.7853982448577881, 0.7853981852531433),Vector3D(1, 1, 1) var m:Matrix3D = new Matrix3D();
m.appendRotation(45, Vector3D.X_AXIS);
m.appendTranslation(10, 15, 20);
m.appendTranslation(10, 15, 20);
m.appendRotation(45, Vector3D.Y_AXIS);
m.appendTranslation(10, 15, 20);
m.appendTranslation(10, 20, 30);
m.appendRotation(45, Vector3D.Z_AXIS);
trace(m.decompose());
//Vector3D(-1.8198051452636719, 90.10408020019531, 64.14213562011719),Vector3D(0.7853981852531433, 0.7853982448577881, 0.7853981852531433),Vector3D(1, 1, 1)
m.prependTranslation(10, 20, 30);
trace(m.decompose());
//Vector3D(25.857860565185547, 107.78174591064453, 82.0710678100586),Vector3D(0.7853981852531433, 0.7853982448577881, 0.7853981852531433),Vector3D(1, 1, 1)

总而言之,appendXXX比较适合我们的逻辑,即在之前的基础上添加转换,而prependXXX则可以看做先弄一个新的矩阵添加当前的转换,再添加其本身的所有转换,即prependXXX添加的转换总是在所有的转换之前;

或者appendXXX可以看做按全局坐标来处理,而prependXXX可以看做按本地坐标来处理。

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