- **Java**
(*http://www.velocityreviews.com/forums/f30-java.html*)

- - **3d to 2d mapping**
(*http://www.velocityreviews.com/forums/t123787-3d-to-2d-mapping.html*)

3d to 2d mappingI'm trying to write a little script that draws dots into a 3d space. It is
very small and has only 30 dots (5 by 6). These dots are on fixed x, y positions but I need to position them on various z positions. I want to make the z axis to be vertical (on the screen) and the x to be to the right (and down a little bit) and the y to be back into the screen (and right a little bit). I took a linear algebra class that covered how to do such transformations but my brother has the book right now. Can anybody help me? I simply need some matrix or something that I can multiply my [x, y, z] by to get my new [x, y] positions that would appear to be in 3d on the screen. This is just going to be for a demo that I need to do. Thanks. |

Re: 3d to 2d mappingMiguel De Anda wrote:
> I'm trying to write a little script that draws dots into a 3d space. It is > very small and has only 30 dots (5 by 6). These dots are on fixed x, y > positions but I need to position them on various z positions. I want to make > the z axis to be vertical (on the screen) and the x to be to the right (and > down a little bit) and the y to be back into the screen (and right a little > bit). I took a linear algebra class that covered how to do such > transformations but my brother has the book right now. Can anybody help me? > I simply need some matrix or something that I can multiply my [x, y, z] by > to get my new [x, y] positions that would appear to be in 3d on the screen. > This is just going to be for a demo that I need to do. Thanks. > > From a quick google, http://pages.infinit.net/jstlouis/3d...ransformations has some sample transformation matrices which will do. Take your 3d point, translate and rotate so the translated x and y axes align to your screen x and y (eg: rot X 90, rot Y ~10, rot X ~10 for Z up, X right and down a bit, translate by <[screen-width - mean X]/2,[screen-height - mean Y]/2, [distance-to-eye + lowest-z]> will give about what you describe) , then (optionally) divide by the transformed z value for perspective, not plottin all points whose z-values are greater than the distance from the eye to the screen. Pete |

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