Reputation: 4984
I'm starting to learn Three.js now, and trying to do some really basic things at first, like creating a box and then applying a transformation matrix on it, rotating 15deg on Z axis:
<html>
<head>
<title>My first Three.js app</title>
<style>
body {
margin: 0;
}
canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<script src="scripts/three.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100000);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.BoxGeometry(1, 0.5, 0.1);
var material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
material.wireframe = true;
var cube = new THREE.Mesh(geometry, material);
cube.matrixAutoUpdate = false;
var matrix = new THREE.Matrix4(0.9659, 0.2588, 0.000, 0,
-0.2588, 0.9659, 0.000, 0,
0.0000, 0.0000, 1.000, 0,
0.0000, 0.0000, 0.000, 1);
cube.applyMatrix(matrix);
scene.add(cube);
camera.position.z = 5;
//camera.position.x = 5;
//camera.position.y = 5;
var n1 = cube.matrix.elements;
camera.lookAt(new THREE.Vector3(0, 0, 0));
var render = function () {
requestAnimationFrame(render);
//cube.rotation.x += 0.01;
//cube.rotation.y += 0.01;
renderer.render(scene, camera);
};
render();
</script>
</body>
</html>
The problem is that the box is not changing at all, it remains on the same position/orientation.
If I inspect the applied_matrix variable, it returns an identity matrix, like if I never applied my matrix.
What am I missing?
Upvotes: 2
Views: 2043
Reputation: 1379
You got a warning in the console said: THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.
So please instead of:
var matrix = new THREE.Matrix4(0.9659, 0.2588, 0.000, 0,
-0.2588, 0.9659, 0.000, 0,
0.0000, 0.0000, 1.000, 0,
0.0000, 0.0000, 0.000, 1);
Try
var matrix = new THREE.Matrix4().set((0.9659, 0.2588, 0.000, 0,
-0.2588, 0.9659, 0.000, 0,
0.0000, 0.0000, 1.000, 0,
0.0000, 0.0000, 0.000, 1);
Upvotes: 3