I have an a line and plane in 3D space. I want to place plane's width and length line as perpendicular by line. Please see my jsFiddle.
I am newbie at both three.js and vector calculation.
Please advice me. (Apologies for my bad English)
JS code:
let renderer;
let camera;
let controls;
let scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(54, window.innerWidth / window.innerHeight, 0.1, 1000);
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(new THREE.Color(0xfefefe));
document.body.appendChild(renderer.domElement);
camera.position.set(5, 2, 7.5);
controls = new THREE.OrbitControls(camera, renderer.domElement);
let gridHelper = new THREE.GridHelper(4, 4);
scene.add(gridHelper);
//line is defined by p0-p1
var p0 = new THREE.Vector3(-2, 2, 1);
var p1 = new THREE.Vector3(2, -1, -1);
var material2 = new THREE.LineBasicMaterial({
color: 0x0000ff
});
//draw the line for visual reference
var geometry = new THREE.Geometry();
geometry.vertices.push(p0, p1);
var line = new THREE.Line(geometry, material2);
scene.add(line);
// Plane
var planeGeom = new THREE.PlaneGeometry(3, 3, 3);
var plane = new THREE.Mesh(planeGeom, new THREE.MeshBasicMaterial({
color: "pink",
transparent: true,
opacity: 0.5,
side: THREE.DoubleSide
}));
//done!
scene.add(plane);
let animate = function () {
requestAnimationFrame(animate);
controls.update();
renderer.render(scene, camera);
};
animate();
just add this code to your fiddle before scene.add(plane);
plane.position.x = (p1.x + p0.x) / 2;
plane.position.y = (p1.y + p0.y) / 2;
plane.position.z = (p1.z + p0.z) / 2 ;
plane.lookAt(p0);
Then whatever the vectors you create for p0
and p1
, the plane will always be perpendicular to them and positioned in the middle of the line length.
Here's the fiddle I have created with the sample
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