createViewedAxes MethodStatic
Create a matrix from "as viewed" right and up vectors.
- ColumnX points in the rightVector direction.
- ColumnY points in the upVector direction.
- ColumnZ is a unit cross product of ColumnX and ColumnY.
- Optionally rotate by 45 degrees around
upVector
to bring its left or right vertical edge to center. - Optionally rotate by arctan(1/sqrt(2)) ~ 35.264 degrees around
rightVector
to bring the top or bottom horizontal edge of the view to the center (for isometric views).
This is expected to be used with various principal unit vectors that are perpendicular to each other.
- STANDARD TOP VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(), 0, 0)
- STANDARD FRONT VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 0, 0)
- STANDARD BACK VIEW: createViewedAxes(Vector3d.unitX(-1), Vector3d.unitZ(), 0, 0)
- STANDARD RIGHT VIEW: createViewedAxes(Vector3d.unitY(), Vector3d.unitZ(), 0, 0)
- STANDARD LEFT VIEW: createViewedAxes(Vector3d.unitY(-1), Vector3d.unitZ(), 0, 0)
- STANDARD BOTTOM VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitY(-1), 0, 0)
- STANDARD ISO VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), -1, 1)
- STANDARD RIGHT ISO VIEW: createViewedAxes(Vector3d.unitX(), Vector3d.unitZ(), 1, 1)
- Front, right, back, left, top, and bottom standard views are views from faces of the cube and iso and right iso standard views are views from corners of the cube.
- Note: createViewedAxes is column-based so always returns local to world
createViewedAxes(rightVector: Vector3d, upVector: Vector3d, leftNoneRight: number0, topNoneBottom: number0): undefined | Matrix3d
@returns matrix = [rightVector, upVector, rightVector cross upVector] with the applied rotations specified by leftNoneRight and topNoneBottom. Returns undefined if rightVector and upVector are parallel.
Parameter | Type | Description |
---|---|---|
rightVector | Vector3d | ColumnX of the returned matrix. Expected to be perpendicular to upVector. |
upVector | Vector3d | ColumnY of the returned matrix. Expected to be perpendicular to rightVector. |
leftNoneRight | number | Specifies the ccw rotation around upVector axis. Normally one of "-1", "0", and "1",where "-1" indicates rotation by 45 degrees to bring the left vertical edge to center, "0" means no rotation, and "1" indicates rotation by 45 degrees to bring the right vertical edge to center. Other numbers are used as multiplier for this 45 degree rotation. |
topNoneBottom | number | Specifies the ccw rotation around rightVector axis. Normally one of "-1", "0", and "1",where "-1" indicates isometric rotation (35.264 degrees) to bring the bottom upward, "0" means no rotation, and "1" indicates isometric rotation (35.264 degrees) to bring the top downward. Other numbers are used as multiplier for the 35.264 degree rotation. |
Returns - undefined | Matrix3d
matrix = [rightVector, upVector, rightVector cross upVector] with the applied rotations specified by leftNoneRight and topNoneBottom. Returns undefined if rightVector and upVector are parallel.
Defined in
- geometry3d/Matrix3d.ts Line 911
Last Updated: 17 December, 2024
Found something wrong, missing, or unclear on this page?Raise an issue in our repo.