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March 5, 2020 14:52
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Once more, I'm struggling to wrap my head around the threejs API, here are my notes. | |
> **IMPORTANT** base on threejs `r114` (march 2020) | |
API topics covered : | |
* Scene and Object3D, hierarchy, transforms | |
* Maths, linear algebra | |
* DirectionalLight, as I'm currently trying to understand how to attach one of them to a Camera... | |
Handy links : | |
* source code: https://github.com/mrdoob/three.js | |
* docs: https://threejs.org/docs | |
* examples: https://threejs.org/examples | |
Scene and Object3D | |
============================================================================== | |
The `Scene` represents a fairly typical *Scene graph* (or maybe more a *Scene tree*) | |
composed of `Object3D` instances. | |
The `Scene` itself is a kind of `Object3D`. | |
Each `Object3D` had an `id: number`, a `name: string` and an `uuid: string`. | |
## Hierarchy | |
`Object3D` have a *parent/children* hierarchical relationship, manipulated through the use of : | |
* `someParent.add(someChild)`, or `attach` to preserve the child world position in the process | |
* `someParent.remove(someChild)` | |
## Coordinate systems and Transforms | |
Coordinate systems are right-handed systems, with `Y` pointing up. | |
1. `Object3D` transform is *defined* by the following PRS values, relative to parent : | |
* `position`: `Vector3` | |
* `quaternion`: `Quaternion`, which is implicitly mirrored in `rotation` as Euler angles | |
* `scale`: `Vector3` | |
2. `Object3D` additionally store its transform through : | |
* `matrix`: the transform from *local* to *parent* space | |
* computed from PRS values | |
* `matrixWorld`: the transform from *local* to *world* | |
> NOTE - inverse matrices are not stored, and are computed when needed (for exemple, in `worldToLocal` method) | |
3. These transforms are updated by the `updateMatrix` and `updateWorldMatrix` methods : | |
* updates can propagate through parents/children depending on arguments | |
* updates can be skipped depending on flags : | |
* `matrixAutoUpdate` can be disabled for an object, or generally | |
* `matrixWorldNeedsUpdate` is a 'dirty flag' | |
4. By default, the scene general matrix update propagation is done by the renderer : | |
* `if (scene.autoUpdate === true) scene.updateMatrixWorld();` | |
* which updates, by default, all `matrix` and dirty `matrixWorld` values, for all the objects in the scene hierarchy | |
Maths | |
============================================================================== | |
The linear algebra types are : | |
* `Vector3` storing either positions or directions | |
* `Matrix3` | |
* `Matrix4` | |
> My understanding is that math methods never allocate a result value. I suppose for performance reasons related to GC. | |
Scalar values are stored in plain javascript numbers (so mostly `float64` values) | |
Matrices are *stored* in linear arrays, it seems in a *column-major order*: the values for a column are next to each other in the array. | |
* NOTE - `Matrix.set(...)` takes values in a *row-major* format, to be able to format code is a human-readable math-like way | |
* on the other hand, `Matrix.fromArray` takes values in a *column-major* way | |
## Matrix inverse | |
Matrix inverse is calculated using the *determinant* of the matrix. | |
An exception is optionally thrown when not inversible (`det === 0`). | |
## GLSL equivalences | |
Vector3 | |
* `v1.dot(v2)` <=> `dot(v1,v2)` | |
* `v1.cross(v2)` <=> `v1 = cross(v1,v2)` | |
* `v1.crossVectors(v1,v2)` <=> `v = cross(v1,v2)` | |
* `v3.applyMatrix3(M)` <=> `v3 = M * v3` | |
* `v3.applyMatrix4(M)` <=> `vec4 tmp = M * vec4(v3, 1.0); v3 = v4.xyz / v4.w` | |
Matrix3/Matrix4 | |
* `M1.multiply(M2)` <=> `M1 = M1 * M2` | |
* `M1.premultiply(M2)` <=> `M1 = M2 * M1` | |
* `M.multiplyMatrices(M1, M2)` <=> `M = M1 * M2` | |
DirectionalLight | |
============================================================================== | |
`DirectionalLight` orientation is defined by : | |
* `position`: `Vector3` | |
* `target`: `Object3D` | |
1. There's no API to query the actual light direction : | |
* It seems only calculated in `WebGLLights.js` to feed the `direction` GLSL uniform | |
* The calculation extracts world positions from `light.worldMatrix` and `light.target.worldMatrix` | |
2. By default, the `target` object is not part of the `scene` : | |
* its position is `[0,0,0]` | |
* its `worldMatrix` must be explicity updated if the position moves - *or* the target should be added to the scene hierarchy | |
3. This `target` behaviour is not the same as the one used in Cameras | |
* there's an old proposal to change the behaviour : [Github issue, Remove target from DirectionalLight and SpotLight. #5079](https://github.com/mrdoob/three.js/issues/5079) | |
* there's also an old PR that is related, so work is stalled for now : [Make Light targets optional #14658](https://github.com/mrdoob/three.js/pull/14658) | |
## DirectionalLightHelper | |
Is used to draw a helper object representing the light. | |
> NOTE - It should be added to the `scene` not as a child of another object. | |
> | |
> * It seems that the underlying geometry is updated only using *world coordinates* taken from the light, so it breaks if the helper *parent* is not the world. |
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