I have an arbitrary line ins 3D space and perpendicular vector to it, so both could form a plane. See illustration.

The task is to place existed plane along this line, so plane's face would be seen (rendered), see the second illustration.

Need a guide on how to do it. Thanks in advance.
You may find working example here: https://jsfiddle.net/Gangula/0s6nqL43/1/
The key point of the solution is to rotate plane by .lookAt having specifically defined vector .up, see how it works on my drawing.

// line is defined by p0-p1
var p0 = new THREE.Vector3(-1, 2, 1);
var p1 = new THREE.Vector3(2, -1, -1);
// any random point outside the line will define plane orientation
var p2 = p1.clone().add(new THREE.Vector3(0.4, 0.8, 0.53));
var material2 = new THREE.LineBasicMaterial({
color: 0x0000ff
});
// draw the line for visual reference
var geometry = new THREE.Geometry();
geometry.vertices.push(
p0,
p1,
p2
);
var line = new THREE.Line(geometry, material2);
scene.add(line);
// get direction of line p0-p1
var direction = p1.clone().sub(p0).normalize();
// project p2 on line p0-p1
var line0 = new THREE.Line3(p0, p1);
var proj = new THREE.Vector3();
line0.closestPointToPoint(p2, true, proj);
// get plane side direction
var localUp = p2.clone().sub(proj).normalize();
// draw the projection, just nice to have
var axesHelper = new THREE.AxesHelper(0.1);
axesHelper.position.copy(proj);
scene.add(axesHelper);
// calc plane normal vector (how we want plane to direct)
var n = new THREE.Vector3();
n.crossVectors(proj.clone().sub(p0), proj.clone().sub(p2));
// preparation is complete, create a plane now
const planeL = 2.15;
const planeW = 1.75;
var geometry = new THREE.PlaneGeometry(planeL, planeW, 32);
var material3 = new THREE.MeshBasicMaterial({
color: 0xa9cc00,
side: THREE.DoubleSide
});
var plane = new THREE.Mesh(geometry, material3);
// now align the plane to the p0-p1 in direction p2
plane.position.copy(p0); //put plane by its center on p0
plane.up.copy(localUp); //adjust .up for future .lookAt call
plane.lookAt(p0.clone().add(n)); //rotate plane
// now just offset plane by half width and half height
plane.position.add(localUp.clone().multiplyScalar(planeW / 2));
plane.position.add(direction.clone().multiplyScalar(planeL / 2));
// done!
scene.add(plane);
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With