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@vector-display/3d

v0.1.0

Published

Wireframe models and perspective projection for vector-display, built on es-vector-math.

Downloads

0

Readme

@vector-display/3d

3D wireframe models and perspective projection for vector-display, for Battlezone-, Tempest- and Star Wars-style graphics. The math is built on es-vector-math.

Status: early (0.x). The API may change between minor versions.

Install

npm install @vector-display/core @vector-display/3d es-vector-math

ES modules only, with TypeScript declarations.

Usage

import { DisplayList, SCREEN_SPACE_PLACEMENT } from "@vector-display/core";
import {
  DEFAULT_PERSPECTIVE_CAMERA,
  WireframeProjector,
  createBoxModel,
  createModelPlacement,
} from "@vector-display/3d";
import { Angle, Vector } from "es-vector-math";

const cube = createBoxModel({ width: 100, height: 100, depth: 100 });
const projector = new WireframeProjector({
  ...DEFAULT_PERSPECTIVE_CAMERA,
  position: new Vector(0, 50, -300),
  screenCenterX: 512,
  screenCenterY: 384,
});

function addCube(displayList: DisplayList, seconds: number) {
  const placement = createModelPlacement({
    position: new Vector(0, 0, 400),
    rotationY: Angle.fromRadians(seconds),
  });
  // The projector reuses its buffers: add each result before projecting the next model.
  displayList.addShape(projector.project(cube, placement), SCREEN_SPACE_PLACEMENT);
}

Concepts

  • Space: x right, y up, z forward (away from the viewer). Projected output uses the display's y-down screen coordinates.
  • Models: WireframeModel.fromDefinition({ vertices, polylines }), where vertices are es-vector-math Vectors and each polyline lists vertex indices plus whether it closes. createBoxModel and createPyramidModel are included.
  • Placement: createModelPlacement({ position, rotationX, rotationY, rotationZ, scale }), applied as scale, then rotation (x, y, z), then position.
  • Camera: uses es-vector-math's perspective model. The eye sits viewDistance behind a projection plane at position, so objects on that plane keep their size. Positive yaw turns toward +x; positive pitch tilts down.
  • Clipping: lines closer than nearDistance to the eye are cut off, so objects can fly past the camera without lines stretching across the screen.

License

MIT © Rick Segrest