Three.js通过一条线垂直放置一个平面 [英] Three.js place a plane through perpendicular by line
问题描述
我在3D空间中有一条线和平面.我想将平面的宽度和长度线逐行放置.请参阅我的
请多多指教.(为我的英语不好而道歉)
JS代码:
让渲染器;让相机让控制;让场景= new THREE.Scene();camera = new THREE.PerspectiveCamera(54, window.innerWidth/window.innerHeight, 0.1, 1000);渲染器=新THREE.WebGLRenderer({抗锯齿:正确});renderer.setSize(window.innerWidth,window.innerHeight);renderer.setClearColor(new THREE.Color(0xfefefe));document.body.appendChild(renderer.domElement);camera.position.set(5,2,7.5);控件=新的THREE.OrbitControls(camera,renderer.domElement);让gridHelper = new THREE.GridHelper(4,4);scene.add(gridHelper);//行由p0-p1定义var p0 = new THREE.Vector3(-2,2,1);var p1 = new THREE.Vector3(2,-1,-1);var material2 = new THREE.LineBasicMaterial({颜色:0x0000ff});//绘制视觉参考线var geometry = new THREE.Geometry();geometry.vertices.push(p0,p1);var line = new THREE.Line(geometry,material2);scene.add(line);//飞机var planeGeom = new THREE.PlaneGeometry(3,3,3);var plane = new THREE.Mesh(planeGeom,new THREE.MeshBasicMaterial({颜色:粉红色",透明:正确,不透明度:0.5,侧面:三面}));//完毕!scene.add(plane);让animate = function(){requestAnimationFrame(animate);controls.update();renderer.render(场景,相机);};animate();
所以你想要这个吗?
只需将此代码添加到 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);
然后,无论您为 p0
和 p1
创建的向量,平面都将始终垂直于它们并位于线长的中间.
这是我使用示例创建的小提琴
如果此答案解决了您的问题,请将其标记为已接受,这样也将帮助其他有相同问题的用户知道它是正确的.
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.
- Current 2. Desired result
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();
So you want this??
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
If this answer solves your question, please mark it as answer accepted, in that way will also help other users with the same question to know it was right.
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