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@@ -42,13 +42,13 @@
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object.matrix.setPosition(start_position);
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object.matrixAutoUpdate = false;
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</code>
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- Note that *matrixAutoUpdate* <emph>must</emph> be set to *false* in this case, and you should make sure <emph>not</emph> to call *updateMatrix*. Calling *updateMatrix* will clobber the manual changes made to the matrix, recalculating the matrix from *position*, *scale*, and so on.
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+ Note that *matrixAutoUpdate* <em>must</em> be set to *false* in this case, and you should make sure <em>not</em> to call *updateMatrix*. Calling *updateMatrix* will clobber the manual changes made to the matrix, recalculating the matrix from *position*, *scale*, and so on.
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</li>
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</ol>
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<h2>Object and world matrices</h2>
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<p>
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- An object's [page:Object3D.matrix matrix] stores the object's transformation <emph>relative</emph> to the object's [page:Object3D.parent parent]; to get the object's transformation in <emph>world</emph> coordinates, you must access the object's [page:Object3D.matrixWorld].
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+ An object's [page:Object3D.matrix matrix] stores the object's transformation <em>relative</em> to the object's [page:Object3D.parent parent]; to get the object's transformation in <em>world</em> coordinates, you must access the object's [page:Object3D.matrixWorld].
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</p>
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<p>
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When either the parent or the child object's transformation changes, you can request that the child object's [page:Object3D.matrixWorld matrixWorld] be updated by calling [page:Object3D.updateMatrixWorld updateMatrixWorld]().
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@@ -56,7 +56,7 @@
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<h2>Rotation and Quaternion</h2>
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<p>
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- Three.js provides two ways of representing 3D rotations: [page:Euler Euler angles] and [page:Quaternion Quaternions], as well as methods for converting between the two. Euler angles are subject to a problem called "gimbal lock," where certain configurations can lose a degree of freedom (preventing the object from being rotated about one axis). For this reason, object rotations are <emph>always</emph> stored in the object's [page:Object3D.quaternion quaternion].
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+ Three.js provides two ways of representing 3D rotations: [page:Euler Euler angles] and [page:Quaternion Quaternions], as well as methods for converting between the two. Euler angles are subject to a problem called "gimbal lock," where certain configurations can lose a degree of freedom (preventing the object from being rotated about one axis). For this reason, object rotations are <em>always</em> stored in the object's [page:Object3D.quaternion quaternion].
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</p>
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<p>
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Previous versions of the library included a *useQuaternion* property which, when set to false, would cause the object's [page:Object3D.matrix matrix] to be calculated from an Euler angle. This practice is deprecated---instead, you should use the [page:Object3D.setRotationFromEuler setRotationFromEuler] method, which will update the quaternion.
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