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== Introduction ==
The Canvas 3D JS Libary (C3DL) is a javascript Javascript library that will make it easier to write 3D applications using canvas 3dWebGL. It will provide provides a set of math, scene, and 3d object classes to make the canvas more accessible for developers that want to develop 3D content in browser.
== People Working On This Project Contributors==
* Catherine Leung
* [[User:asalga | Andor Salga]]* Peter Callaghan* [[User:Pplam3 | Patrick Lam]] (Picking)* [[User:Jamesboston | James Boston]] (Garbage collection)* Mark Paruzel (CodeBot)
* Andrew Smith
* Chris Bishop
* Jeremy Giberson
* Joe Drew
* Matthew Postill
== Downloads ==
For the library, samples, and tutorials, go to [http://cs.senecacwww.onc3dl.caorg/~leung/canvas3d/canvas3d-0c3DL.2.0.xpi Andrew's patchorg] - this change to the canvas 3D extension allows the "simple" examples from Vlad's page to work with ati cards. This is intended for Windows only. Model viewer examples do not work yet.
== Canvas3D Helper Classes Links ==* [http://www.c3dl.org c3DL.org]* [http://github.com/cathyatseneca/c3dl GitHub Repo]* [svn://cdot.senecac.on.ca/canvas3d Old SVN Repo]* [http://en.wikipedia.org/wiki/C3DL Wikipedia page]
=== Math Helper =Related Resources ==* IN PROGRESS == Math Operations ==[http://www.khronos.org/webgl/ Khronos WebGL]
== Ideas List ==
* Getters** getMatrix() 3D Asteroids - '''Returns an array Good use of 16 numbersCollision detection, animation, particles, camera work, both mouse and keyboard controls. Each value represents a location of the matrix starting at the top left corner (Row-Major)'''
* Setters** setMatrix(newMatArray) Solar System Explorer - '''Takes an Array Pull the positions of our planets from some sort of 16 numbers that represent the matrix in Row-Major format'''webservice and display them, allowing users to see their relative alignment.
* Calculations** identity() - '''Sets the matrix up to be an identity matrix'''** transpose() - ''' Transposes the matrix to be in Column-Major format, and vice versa'''** inverse() - '''Calculates the Inverse Simulation of the matrix. Returns NULL if it fails, else it returns an inverse matrix'''** determinant() - '''Returns a number that is the Matrices determinant'''** adjoint() - '''Returns the Hermitian transpose (Adjoint) of this matrix'''** multiplyByScalar(scalar) - '''Multiplies the values of the matrix by a number'''** divideByScalar(scalar) - '''Divides the values of the matrix by a number'''** multiplyByMatrix(mat) - '''Multiplies two matrices together. It returns a new matrix'''** multiplyByVector(vec) - '''Mutiplies the orientation of the matrix by the vector. This function returns the newly oriented Vector'''** addMatrix(mat) - '''Adds the values of two matrices together. It returns a new matrix'''** subtractMatrix(mat) - '''Subtracts the values of the two matrices. It return a new matrix'''3D path finding
* 3D graphs
:* Display social networks and their relationships<br />
:* Get earthquake Richter-scale values from a service and show graphs on a map<br />
:* Display 3D graphs beside one another, gas prices along stock market values<br />
:* 3D flowcharts<br />
* Getters** getW() 3D Canvas Racing Demo - '''Returns the numerical W component of the Quaternion'''** getX() like [http://www.tapper- '''Returns the numerical X component of the Quaternion'''** getY() - '''Returns the numerical Y component of the Quaternion'''** getZ() - '''Returns the numerical Z component of the Quaternion'''** getMatrix() - '''Returns a Matrix object ware.net/canvas3d/ this] but better, to show that reflects the orientation of the quaternion''it'** getAxisAngle(axiss both easier to use, angle) - '''Takes in two valuesmore functionality is available, a Vector object and a Number. Converts the orientation of the quaternion into an axis Vector and an angle around it'''runs much faster (hopefully)
* Setters** setFromQuat(quat) Molecule Viewer - '''Sets Rotate 3D molecules. Similar to [http://www.worldofmolecules.com/3D/bcarotene_3d.htm this Quaternion with the same value as the one being passed in'''** setFromMatrix(mat) - '''Creates a Quaternion orientation from the orientation of the Matrix object that is passed in''']
* Calculations** length() - '''Returns the length of the Quaternion'''** lengthSq() - '''Returns a number that represents the square of this Quaternion's length'''** addQuat(quat) - '''Takes a Quaternion object that will be added to this Quaternion's internal (w, x, y, z) values'''** subtractQuat(quat) - '''Takes a Quaternion object where its values will be subtracted from this Quaternion's (w, x, y, z) values'''** multiplQuat(scalar) - '''Takes a number and multiplies its values by the Quaternion's (w, x, y, z) values'''** conjugate() - '''Returns a Quaternion that is this Quaternion's conjugate'''** dot(quat) - '''Takes a Quaternion and returns the Dot Product of the two'''** normalize() - '''Normalizes the quaternion'''** inverse() - '''Returns the inverse of this Quaternion'''3D Sudoku
* Getters** getPosition() - '''Returns a Vector Object that represents the position of the Camera'''** getUp() - '''Returns a Vector Object that represents the orientation of Up'''** getDir() - '''Returns a Vector Object that is the direction the camera is facing'''** getLeft() - '''Returns a Vector Object that represents the orientation of Left'''** getLinearVel() - '''Returns a Vector that is the velocity Generic model viewer application, with back/forward/index + zoom/rotate buttons that would download and display models from the camera is traveling at'''** getAngularVel() - '''Returns web. Would have to be able to convert 3dsmax models in JS. So a Vector that contains museum or such could just slap the rotation velocity around app on the local (x, y, z) axis page and give it an array of URLs for the camera'''stuff to show.
* Setters** setPosition(vec) - '''Takes a Vector that sets the camera's position'''** setLookAtPoint(vec) - '''Takes a Vector that represents the point the camera will look at'''** setUpVector(vec) - '''Takes a vector that orients the camera Up'''** setLinearVel(vec) - ''' Takes a vector that is the camera's linear velocity'''** setAngularVec(vec) - '''Takes a vector that represents Pong. Should be fairly easy, we just need to code the camera's rotational velocity around local (x, y, z) axis'''collision detection.
* Other Functions** rotateOnAxis(axis, angle) multi- '''Takes player network air hockey. Supports up to 8 players. Create an arena based on number of players . Each wall has a vector hole and a number paddle that represents players can move left and right. A ball is randomly sent flying and each time it goes through a relative rotation to hole, the camera's orientation'''** yaw(angle) - '''Takes player loses a number point. Lose 10 points and that the camera will rotate around its Up vector'''** roll(angle) - '''Takes a number that the camera will rotate around its direction vector'''** pitch(angle) - '''Takes a number that the camera will rotate around its Left vector'''** update(timeElapsed) - '''Takes a number that represents the amount of milliseconds that passed since the last call to updateplayer is eliminated. Last person alive wins. This function updates the position and rotation based on the set velocities'''