只读
XRRigidTransform
property
matrix
returns the transform matrix represented by the object. The returned matrix can then be premultiplied with a column vector to rotate the vector by the 3D rotation specified by the
orientation
, then translate it by the
位置
.
let matrix = xrRigidTransform.matrix;
A
Float32Array
containing 16 entries which represents the 4x4 transform matrix which is described by the
位置
and
orientation
特性。
All 4x4 transform matrices used in WebGL are stored in 16-element
Float32Array
s. The values are stored into the array in column-major order; that is, each column is written into the array top-down before moving to the right one column and writing the next column into the array. Thus, for an array [a0, a1, a2, ..., a13, a14, a15], the matrix looks like this:
The first time
matrix
is requested, it gets computed; after that, it's should be cached to avoid slowing down to compute it every time you need it.
In this section, intended for more advanced readers, we cover how the API calculates the matrix for the specified transform. It begins by allocating a new matrix and writing a 4x4 identity matrix into it:
This is a transform that will not change either the orientation or position of any point, vector, or object to which it's applied.
Next, the
位置
is placed into the right-hand column, like this, resulting in a translation matrix that will transform a coordinate system by the specified distance in each dimension, with no rotational change. Here
p
x
,
p
y
,和
p
z
are the values of the
x
,
y
,和
z
members of the
DOMPointReadOnly
位置
.
Then a rotation matrix is created by computing a column-vector rotation matrix from the unit quaternion specified by
orientation
:
The final transform
matrix
is calculated by multiplying the translation matrix by the rotation matrix, in the order
(translation * rotation)
. This yields the final transform matrix as returned by
matrix
:
In this example, a transform is created to create a matrix which can be used as a transform during rendering of WebGL objects, in order to place objects to match a given offset and orientation. The
matrix
is then passed into a library function that uses WebGL to render an object matching a given name using the transform matrix specified to position and orient it.
let transform = new XRRigidTransform(
{x: 0, y: 0.5, z: 0.5},
{x: 0, y: -0.5, z: -0.5, w: 1});
drawGLObject("magic-lamp", transform.matrix);
| 规范 | 状态 | 注释 |
|---|---|---|
|
WebXR 设备 API
The definition of 'XRRigidTransform.matrix' in that specification. |
工作草案 | 初始定义。 |
| 桌面 | 移动 | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
matrix
|
Chrome 79 | Edge 79 | Firefox 不支持 No | IE 不支持 No | Opera 不支持 No | Safari 不支持 No | WebView Android 不支持 No | Chrome Android 79 | Firefox Android 不支持 No | Opera Android 不支持 No | Safari iOS 不支持 No | Samsung Internet Android 11.2 |
完整支持
不支持