I need to draw a 2d shape from lots of points, my current approach (r124) is the following:
const normalVector = new Vector3( isXCoplanar, isYCoplanar, isZCoplanar ); const normalZVector = new Vector3(0, 0, 1); const points = Coords.map((coordinate) => new Vector3(...coordinate).applyQuaternion( new Quaternion().setFromUnitVectors( normalVector, normalZVector ) ) ); geometry = new ShapeGeometry(new Shape(points)); geometry.vertices = geometry.vertices.map( (vertex) => vertex.applyQuaternion( new Quaternion().setFromUnitVectors( normalZVector, normalVector ) ) ); geometry.computeFaceNormals();
Applying the quaternion once zero the z values, and applying it again move the shape to the correct position.
But it is very slow, and I need to use
Geometry (which was removed in r125) is there a manner to use a