Reputation: 169
I have a THREE.PlaneGeometry
, with ComputeFaceNormals()
. I create two meshes using this geometry, with different rotations applied to them. I want to compute the two angles between the camera and the two meshes central face normal. It should be :
vLocalCamera = vCamera.position - mesh1.position;
mesh1.normal() . vLocalCamera = cos(angle);
The problem is that I don't know how to get the mesh normal in world coordinate (from geometry and mesh rotation) with three.js API
Upvotes: 3
Views: 4924
Reputation: 104833
If you want to convert a face or vertex normal, normal
, from local space to world space, you do it like so:
var normalMatrix = new THREE.Matrix3(); // create once and reuse
var worldNormal = new THREE.Vector3(); // create once and reuse
...
normalMatrix.getNormalMatrix( object.matrixWorld );
worldNormal.copy( normal ).applyMatrix3( normalMatrix ).normalize();
three.js r.107
Upvotes: 13
Reputation: 169
I finaly found an old post saying that THREE.js does not compute the world normal for you, so I did it by hand, and it works fine. Although, There might be nicer way to do it. In case other people are interested :
var rotationMatrix = new THREE.Matrix4().extractRotation( this.mesh.matrixWorld );
this.normalWorld = this.geometry.faces[0].normal.clone().applyMatrix4(rotationMatrix);
var vLocalCamera = new THREE.Vector3();
vLocalCamera.subVectors(wbEngine.wb_getCamera().getPosition(), this.mesh.position);
var cosTheta = Math.abs(this.normalWorld.dot(vLocalCamera.normalize()));
Upvotes: 0