# cgiffard/isomath forked from DamonOehlman/isomath

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# isomath - Isometric Math helpers

This is a small JS library designed to help out with isometric math. By design it is simply the isometric math functions required to translate from x,y,z isometric space to the x,y screen coordinates (and associated functions).

What you do with it is up to you.

## Example Usage

The first step in using isomath is initializing an isometric projection. This is done by calling the `isomath` function. If called without any parameters then it defaults to the 1:2 project.

```// get a reference to a projection (optional, but encouraged)
var projection = isomath();

// project the isometric coordinates 0, 10, 50
projection.project(0, 10, 50); // [ -44.721359549995796, -32.3606797749979 ]```

As you can see above, the project function returns an array of x, y coordinates. Why an array? Let me show you:

```// assume that we have a reference to a canvas 2d context called context
// do some moving and drawing of lines
context.moveTo.apply(context, projection.project(0, 0, 0));
context.lineTo.apply(context, projection.project(200, 0, 0));
context.stroke();```

Wonderful, isn't it :)

## Clamping Values

You will see in many guides on using canvas, that it's a good idea to clamp your values to aid performance. In general having values aligned around the 0.5 value will produce a well performing and visually appealing display.

Should you want to clamp values (I do), then specify clamp true when initializing your projection. NOTE: When doing this you will always have to manually specify the isometric projection ratio (default = 0.5):

```// get a reference to a projection, specify clamping
var projection = isomath(0.5, { clamp: true });

// project the isometric coordinates 0, 10, 50
projection.project(0, 10, 50); // [ -44.721359549995796, -32.3606797749979 ]```