@threeify/core
v4.0.3
Published
Typescript 3D Library loosely based on three.js
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Goals
- Inline JSDoc comments on most functions, variables.
- Utilize the typing from Typescript to generate rich documentation.
- Adopt semver? Probably is a good idea.
Naming Convention
Transform Matrix Names
- All matrices should be named in the form: [x]To[Y], where x is the originating space, and the y is the space after applying this matrix.
- If you invert a [x]To[Y] matrix, it should now be called [y]To[X].
The coordinate spaces are as follows:
- local
- world
- view
- clip
- screen (gl_FragCoord)
These are from: https://learnopengl.com/Getting-started/Coordinate-Systems
Examples:
const worldToLocal = new Mat4();
const localToWorld = worldToLocal.clone.invert();
const localToScreenProjection = new Mat4();
localToScreenProjection.makePerspectiveProjection(1.0, 1.0, 1000.0, 1.0);
const screenToLocalUnprojection = localToScreenProjection.clone().invert();
Lines of Code
this
Calculated by cloc src
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| Date | Files | Blank Lines | Comment Lines | Code Lines | | :--------: | ----: | ----------: | ------------: | ---------: | | 2020-06-04 | ??? | 522 | 208 | 2535 | | 2020-06-18 | 161 | 1254 | 874 | 5221 | | 2020-06-23 | 194 | 1549 | 1018 | 6820 | | 2020-07-04 | 234 | 2027 | 1216 | 9200 | | 2020-07-22 | 314 | 2473 | 1323 | 11339 |