
could the perspective be adjusted to an angle like this? http://i.imgur.com/T6dUa.png



Yes. See the custom view transformations example, or read here: http://sheetengine.codeplex.com/wikipage?title=Custom%20view%20transformations&referringTitle=Documentation
You need something very close to the builtin functions, but different ratios. So check out how
sheetengine.transforms.transformPoint, sheetengine.transforms.transformPointz and sheetengine.transforms.inverseTransformPoint
work and you can figure it out.



Thanks for the reply! Any idea how I can figure out what the math for my transformation would be?



This is something I've come up with:
var su = Math.SQRT1_2;
var sv = Math.SQRT1_2 / 2 * 1.2;
var angle = Math.PI/12;
function transformPoint(p) {
var u = (p.x  p.y);
var v = (p.x + p.y);
var r = sheetengine.geometry.rotateAroundAxis({x:u,y:v,z:0}, {x:0,y:0,z:1}, angle);
return { u: r.x*su, v: r.y*sv  p.z };
};
function transformPointz(p) {
var u = (p.x  p.y);
var v = (p.x + p.y);
var z = (p.x + p.y);
var r = sheetengine.geometry.rotateAroundAxis({x:u,y:v,z:0}, {x:0,y:0,z:1}, angle);
return { u: r.x*su, v: r.y*sv  p.z, z: z };
};
I basically rotated the points in the original equation with an angle, and used a slightly bigger scale level on the vaxis. You also have to define the inversetransform function which is basically the inverse of what we did in the above functions.. so above
input is x,y,z, output is u,v, whereas in the inverse function the input is u,v, and output is x,y,z. Don't forget to define this, otherwise some zordering calculations could be wrong.



That isn't pixel perfect but it is damn close! do you know how I could calculate the exact rotation and angle needed for it to be pixel perfect? Is that even possible? the isometric view seemed to be pixel perfect.



No, sorry, I'm not that genius of math and transformations :) I would just play with su, sv and angle parameters up to the point when it looks good to me. It's a bit more artistic approach than pixelperfect geometry, but eventually it all comes down to
a sort of "artwork" and what looks good to the human eye and what doesn't. One suitable method though could be to keep the angle fixed, rotate a sheet (with equal sides) in a direction so that it faces exactly the camera (rotating around zaxis is
all we need here to get the sides of the sheets move to be perpendicular as displayed), and then set the su/sv parameters so that the width/height ratio of the sheet as visible is exactly 1. It might be the solution you are looking for.

