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Isometric view in the luxe engine
//Rotate the camera such that z points up and x to the right
var o:Quaternion = new Quaternion().setFromEuler(new Vector().set_xyz(-90, 0, 0).radians());
//Rotate by Arctan(sin(45°)) (grabbed from wikipedia) around x, to get the top-down part
var q:Quaternion = new Quaternion().setFromEuler(new Vector().set_xyz(Math.atan(Math.sin(45 * Maths.DEG2RAD)), 0, 0));
//Rotate around z by -45° to get the side-on part
var p:Quaternion = new Quaternion().setFromEuler(new Vector().set_xyz(0, 0, -45).radians());
//Combine the rotations and apply to the camera
//Quaterions are combined through multiplication, order of rotation is "from the inside out"
//Order of rotation here is o, then q, the p
//Meaning, first rotate around -90° around x, then back by Atan(sin(45°)) around x, finally -45° around z
Luxe.camera.rotation = p.multiply(q.multiply(o));
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