<script src="https://rawgit.com/mrdoob/three.js/dev/build/three.js"></script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/controls/OrbitControls.js"></script>
<!--
When you have a child inside a parent and the parent has rotation values.
But you want to rotate the child to match a world space vector.
You want to use quaternion instead of trying to do worldToLocal.
-->
CSS
body {
margin:0;
}
JavaScript
var objects = [];
var scene = new THREE.Scene();
var width = window.innerWidth;
var height = window.innerHeight;
var camera = new THREE.PerspectiveCamera( 35, width/height, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( width, height );
renderer.setClearColor( 0xcccccc, 1 );
document.body.appendChild( renderer.domElement );
scene.add(camera);
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.screenSpacePanning = true;
setToFullOrbit(controls)
camera.position.copy(new THREE.Vector3(fti(5), fti(5), fti(5)) );
// fix first frame render issue going invisible
camera.lookAt(new THREE.Vector3(0,0,0));
var axisHelper = new THREE.AxisHelper();
scene.add(axisHelper);
var grid = new THREE.GridHelper(fti(12), 12);
grid.rotateX(THREE.Math.degToRad(90));
scene.add(grid);
// ################################
// ---- playground here
// ################################
class Side {
constructor(p1, p2){
this.start = p1;
this.end = p2;
// vector normal setup
this.vectorNormal = new THREE.Vector3();
this.vectorNormal.subVectors(this.end.clone(), this.start.clone());
this.vectorNormal.applyAxisAngle(new THREE.Vector3(0,0,1), THREE.Math.degToRad(90));
this.vectorNormal.normalize();
this.mesh2D = new THREE.Mesh();
this.bgMesh = null;
this.arrowMesh = null;
this.createSideMesh();
this.createHandle();
}
createSideMesh(){
// background mesh trapezoid
var width = this.start.distanceTo(this.end);
var height = 3;
var parentPoints = [
new THREE.Vector2(-width/2, 0),
new THREE.Vector2(-width/2+2, height),
new THREE.Vector2(width/2-2, height),
new THREE.Vector2(width/2, 0)
];
var backgroundShape = new THREE.Shape(parentPoints);
var backgroundGeo = new THREE.ShapeGeometry(backgroundShape);
this.bgMesh = new THREE.Mesh(backgroundGeo, new THREE.MeshBasicMaterial({color:0x0000ff}));
this.mesh2D.add(this.bgMesh);
...
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