# Get OrbitControls Azimuth Angle

I used `BoxGeometry` to make a big Rectangle - which kinda looks like a Wall basically, and I’m using `OrbitControls` to rotate around it. I need to find out when during my rotating around this Wall I’ve crossed the 180 degree line so that I’m now behind it.

I know the latest version of `OrbitControls.js` has a `.getAzimuthalAngle()` function, but when I downloaded this latest version it pretty much ruined some key functionality that I had working perfectly – and I just don’t have the time/resources to try and figure out what’s going on and rework everything.

Is there some other way to try and figure out this angle/behind-the-wall situation?

Hi!
The plan is:

1. Set wall’s normal, that defines wall’s front.
2. Convert camera’s position in wall’s local space.
3. Normalize that vector.
4. Find the `dot`-product of wall’s normal and normalized camera’s position.
5. If the result is less than 0, then the camera is behind the wall.

Example: https://jsfiddle.net/prisoner849/4yckxLmd/
Picture:

1 Like

OK…

Other than me not knowing what:

1. `EdgesGeometry` was - or that such a class even existed in THREE
2. what “Euler” was - or that it even existed
3. what `LineSegments` were - or that such a class even existed in THREE
4. what `worldToLocal` was

etc…

Other than all that - I was totally fine!

Love how you used `CylinderGeometry` with only 4 `radialSegments` to make a Square. That’s so devious! Cause I was like “this says ‘Cylinder’, shouldn’t I be seeing a Cylinder somewhere? All I see is like a cube…”

Bottom line: quite the lesson Sir! Very educational.

And I have MUCH to learn!

Thanks a million!

You’re welcome