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https://github.com/wagerfield/axonometric-projection
2.5D Axonometric Projection Engine
https://github.com/wagerfield/axonometric-projection
Last synced: about 2 months ago
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2.5D Axonometric Projection Engine
- Host: GitHub
- URL: https://github.com/wagerfield/axonometric-projection
- Owner: wagerfield
- License: mit
- Created: 2012-03-12T18:57:27.000Z (almost 13 years ago)
- Default Branch: master
- Last Pushed: 2020-03-30T22:23:55.000Z (over 4 years ago)
- Last Synced: 2024-04-14T05:17:03.969Z (9 months ago)
- Language: JavaScript
- Homepage: http://wagerfield.github.io/axonometric-projection/
- Size: 1.78 MB
- Stars: 60
- Watchers: 7
- Forks: 6
- Open Issues: 4
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Metadata Files:
- Readme: README.md
- License: LICENSE
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README
#Axonometric Projection Engine
A simple, lightweight 2.5D [Axonometric][wiki] Projection Engine (**APE**). A demo of **APE** in action can be found [here][demo].
* **APE** consists of just 2 components - **Scene** & **Nodes**:
var myScene = new AP.Scene();
var myNode = new AP.Node();* A **Node** can be added as a **child** to a **Scene**, or to another **Node**:
myScene.addChild(myNode);
myParentNode.addChild(myChildNode);* A **Scene** can be both **rotated** & **pitched**:
myScene.rotate(45);
myScene.pitch(35);* A **Node** can be **translated**, **rotated** & **scaled**:
// Transformation methods
myNode.translate(50, 200, 0);
myNode.rotate(45, 90, 0);
myNode.scale(0.5, 2, 1);// Transformation properties
myNode.x = 100;
myNode.y = 200;
myNode.z = 300;
myNode.scaleX = 2;
myNode.scaleY = 2;
myNode.scaleZ = 2;
myNode.rotationX = 45;
myNode.rotationY = 15;
myNode.rotationZ = 145;* Nested **Nodes** inherit their **parent's transformations**.
* **Nodes** can also be configured to rotate about their **local** coordinate space. This property is useful for *walking* or *flying* Nodes around a **Scene**:myNode.localRotation = true;
* **Nodes** are projected from their **3D Scene** coordinate to a **2D Screen** coordinate by calling:
// Project a single Node instance
myNode.project();// Recursively loop through all Nodes in a Scene, calling project() on each of them
myScene.projectNodes();* Once projected, you can use the **Node's** **.px** and **.py** properties:
// Position a DOM element
myElement.style.left = myNode.px + 'px';
myElement.style.top = myNode.py + 'px';Draw a line to a canvas
myCanvasContext.drawLine(myNode.px, myNode.py);* **Nodes** can also be sorted by **z-depth**:
myScene.sortNodes();
* This method calculates and incrementally sets the zIndex property on every **Node** in a **Scene** so that you can easily set a DOM element’s **z-index** property:
myElement.style.zIndex = myNode.zIndex;
* In special cases, you may want to take control over the **z-order** of **Nodes** that have **equal z-depths**. To accomplish this, **Nodes** have a **z-priority** property that can be assigned like so:
myForegroundNode.zPriority = 1;
myBackgroundNode.zPriority = 0;* This configuration would result in **myForegroundNode** always having a higher **zIndex** than **myBackgroundNode** when their **zDepths** are **equal**.
* Furthermore, you can also manipulate the calculated **zDepth** property of each **Node** by specifying a value for the **z-offset** property:myNode.zOffset = 100;
* This would add an additional *100 units* to the calculated **z-depth** value, *pushing* the **Node** up the stack when sorting **Nodes** in the **Scene**.
##Example:
```javascript
// Create instance variables.
var canvas = document.getElementById('canvas');
var canvasWidth = parseInt(canvas.attributes.width.value, 10);
var canvasHeight = parseInt(canvas.attributes.height.value, 10);
var context = canvas.getContext('2d');
var scene = new APE.Scene();
var nodeA = new APE.Node();
var nodeB = new APE.Node();// Configure the scene.
scene.setOrigin(canvasWidth/2, canvasHeight/2);
scene.rotate(45);
scene.pitch(30);// Configure the display hierarchy.
scene.addChild(nodeA);
nodeA.addChild(nodeB);// Transform the nodes.
nodeA.x = 50;
nodeA.rotate(20, 45, 0);
nodeB.translate(0, 100, 50);
nodeB.scaleY = 2;// Project the nodes in the scene.
scene.projectNodes();// Draw the result to the canvas.
context.moveTo(scene.origin.x, scene.origin.y);
context.lineTo(nodeA.px, nodeA.py);
context.lineTo(nodeB.px, nodeB.py);
context.stroke();
```For a more complex example of what can be done with **APE**, check out the demo [here][demo].
##Author:
Matthew Wagerfield: [@mwagerfield][twitter]
##License
Licensed under [MIT](mit). Enjoy.
[demo]: http://matthewwagerfield.github.com/ape/
[wiki]: http://en.wikipedia.org/wiki/Axonometric_projection
[twitter]: http://twitter.com/mwagerfield
[mit]: http://www.opensource.org/licenses/mit-license.php