Hopefully someone can assist as I believe I am missing something basic with my maths methodology here. I have two meshes (A and B), which I would like to bring together. Using a raycaster I pick a point on each mesh and I would like A to move so that the point picked matches the point picked on B. That’s easy enough, but I would also like the faces to be parallel. (imagine A was a coffee cup, at any angle, B was a table also at any angle, I want to place the cup on the table by picking the bottom of the cup and the top of the table)
The information I have is 2 x Intersects from a raycaster. The intersects have the vectors picked, the parts and the faces (including their normal). My plan was to rotate Part A first, then move into position.
I am struggling to get the faces to become parallel before I move part A into position.
I have tried various things such as:
let normal1 = intersect1.object.localToWorld(intersect1.face.normal).normalize(); let normal2 = intersect2.object.localToWorld(intersect2.face.normal).normalize(); let angleDifference = new THREE.Quaternion() angleDifference.setFromUnitVectors(normal1,normal2); partA.quaternion.multiply(angleDifference);
I have also tried using the lookat
partA.up = normal1 partA.lookat(intersect2.point)
I feel I am missing something really obvious here so I would greatly appriciate pointers on how to position a mesh parrellel to another mesh using 2 intersects