createStandardWorldToView MethodStatic
Create a rotation matrix for one of the 8 standard views.
- Default is TOP view (local X = world X,local Y = world Y,local Z = world Z).
- To change view from the TOP to one of the other 7 standard views, we need to multiply "world data" to
the corresponding matrix1 provided by createStandardWorldToView(index, false)and thenmatrix1.multiply(world data)will return "local data".
- To change view back to the TOP, we need to multiply "local data" to the corresponding matrix2 provided
by createStandardWorldToView(index, true)and thenmatrix2.multiply(local data)will returns "world data".
- Note: No matter how you rotate the world axis, local X is always pointing right, local Y is always pointing up, and local Z is always pointing toward you.
createStandardWorldToView(index: StandardViewIndex, invert: boolean = false, result?: Matrix3d): Matrix3d
| Parameter | Type | Description | 
|---|---|---|
| index | StandardViewIndex | standard view index StandardViewIndex.Top, Bottom, Left, Right, Front, Back, Iso, RightIso | 
| invert | boolean | if false (default), the return matrix is world to local (view) and if true, the the return matrix is local (view) to world. | 
| result | Matrix3d | optional result. | 
Returns - Matrix3d
Defined in
- geometry3d/Matrix3d.ts Line 955
Last Updated: 24 October, 2025
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