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#threejs

1 message1 participant0 message aujourd’hui

Can anybody help me with some #ThreeJS maths?
I have a plane (really a very thin box geometry) which I want to rotate so that its normal is a given vector.
How do I do that? I've tried `.lookAt(vector)` but can't get it to do the right thing, and not even a cyclic permutation of the dimensions fixes it.
Every attempt I've made to set the rotation to a quaternion which I think should match the normal goes wrong.
It feels like this should be a really common task. What am I missing?

EDIT: now sorted. I hadn't spotted which methods work with the local vs object spaces.

Suite du fil

Based on massive opengeospatial/Cesium 3d-tiles and glTF tilesets, and built on top of the shoulders of giants, amazing thanks to the great open-source communities & ecosystems at
- #threejs, @mrdoob + R3F from #pmndrs
- 3dTilesRendererJS from @garrettkjohnson
- gltf-transform from @donmccurdy
- theatre_js
etc

Public web preview upcoming - with scenarios other than the Basilica. The San Pietro experience will be showcased in-situ on massive Surface Hubs along the vistors and guided tours paths

Prototyping a bit over the weekend with #Mastodon API and #WebXR and did the home timeline in mixed reality!

Well, UI in mixed reality opens so much more new way to arrange content and you need to be creative to invent a new way to interact with content. It still poor proto.

I use #AFrame and #ThreeJS and with that stack I already missed HTML flexibility. But that's my own problem that I have this specific 2D content. For example, the positioning of the content inside the scene is cumbersome.