(一)需要

被问到矩阵23和矩阵32相乘是几乘几。我懵了。记录总结下

(二)矩阵想成

1、为什么矩阵相乘对前端很重要?

能够用大量的数字形容大量的空间中的变换,并且能轻易地在程序间共享。矩阵能够不同的坐标空间,甚至一些矩阵乘法能够将一组数据从一个坐标空间映射到另一个坐标空间。矩阵可能高效率地保留生成它们的每一步变换。

  • CSS3 3D变换时,是用的矩阵相乘;
  • WebGL应用中大量应用了矩阵运算,各种各样的运算,如点定位、光线运算、动静角色
显卡尤其善于大量的点乘矩阵运算

2、矩阵相乘的定义

比方,

let arr1=[[2,3,-1],[6,1,-2]]let arr2=[[4,-5],[-3,0],[1,2]]

答复下文首的问题,矩阵23和矩阵32相乘是2*2
如图

webGL 中的利用

function WebGLBox() {  // Setup the canvas and WebGL context  this.canvas = document.getElementById('canvas');  this.canvas.width = window.innerWidth;  this.canvas.height = window.innerHeight;  this.gl = MDN.createContext(canvas);  var gl = this.gl;  // Setup a WebGL program, anything part of the MDN object is defined outside of this article  this.webglProgram = MDN.createWebGLProgramFromIds(gl, 'vertex-shader', 'fragment-shader');  gl.useProgram(this.webglProgram);  // Save the attribute and uniform locations  this.positionLocation = gl.getAttribLocation(this.webglProgram, 'position');  this.colorLocation = gl.getUniformLocation(this.webglProgram, 'color');  // Tell WebGL to test the depth when drawing, so if a square is behind  // another square it won't be drawn  gl.enable(gl.DEPTH_TEST);}WebGLBox.prototype.draw = function(settings) {  // Create some attribute data; these are the triangles that will end being  // drawn to the screen. There are two that form a square.  var data = new Float32Array([    //Triangle 1    settings.left,  settings.bottom, settings.depth,    settings.right, settings.bottom, settings.depth,    settings.left,  settings.top,    settings.depth,    //Triangle 2    settings.left,  settings.top,    settings.depth,    settings.right, settings.bottom, settings.depth,    settings.right, settings.top,    settings.depth  ]);  // Use WebGL to draw this onto the screen.  // Performance Note: Creating a new array buffer for every draw call is slow.  // This function is for illustration purposes only.  var gl = this.gl;  // Create a buffer and bind the data  var buffer = gl.createBuffer();  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);  gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);  // Setup the pointer to our attribute data (the triangles)  gl.enableVertexAttribArray(this.positionLocation);  gl.vertexAttribPointer(this.positionLocation, 3, gl.FLOAT, false, 0, 0);  // Setup the color uniform that will be shared across all triangles  gl.uniform4fv(this.colorLocation, settings.color);  // Draw the triangles to the screen  gl.drawArrays(gl.TRIANGLES, 0, 6);}````### 3、JS 如何进行矩阵相乘#### (1)应用JS 数组来示意数据+ 应用for循环来遍历矩阵相乘; #### (2)应用现成的封装函数 比方,CSS3 matrix()

transform: matrix(1.2, 0.2, -1, 0.9, 0, 20);

#### (3)应用封装好的函数库gl-matrixhttps://github.com/toji/gl-matrix### 参考链接MDN https://developer.mozilla.org/zh-CN/docs/Web/API/WebGL_API/Matrix_math_for_the_web### 写在最初的话#####  1、我建了一个前端学习小组感兴趣的搭档,能够加我微信:learningisconnecting#####  2、学习路上,经常会懈怠《有想学技术须要监督的同学嘛~》https://mp.weixin.qq.com/s/FyuddlwRY7DsHUejCjiVug#####  3、分享成长认知办法欢送关注我的公众号:国星聊成长每周分享我学习到的成长/认知办法