I have 2 questions, and I need your warm helps. T T

In the above image…

- The green wireframe is a PlaneGeometry.
- The red edge is a BoxGeometry, which has same x y z lengths.
- The camera position is ( 1, 1, 0.8165 ) to make dimetric 35.264 degree view, which is refered from Isometric video game graphics - Wikipedia.
- cos( 35.264 ) = 0.8165

And, I’ve put a 2D image on it…

- By SpriteMaterial & Sprite.
- By .scale.set( width, height ) with MY OWN calculation.
- width = side length * √2
- height = ( width * 1/2 ) + ( side length * cos( 30 ) ) → This has a relation with my 2nd question in below.

My 1st question is…

- I guess that there should be an easier way to know the exact scale of the light yellow zone in the above image.
- In other words,
**is there any function to know the bound scales or coordinates which covers a geometry?**

My 2nd question is…

- I’m following the ideal isometric (actually dimetric) game camera angle.
- When I calculate the height of the light yellow zone, I realized that I need to use cos( 30 ), not cos( 35.264 ), although the camera angle is 35.264 degree.
- I realized this by just measuring with PhotoShop, but I don’t know it is mathmatically right or not.
**Why cos( 30 ) is used for calculating the projection height in 35.264 degree projection?**

Thank you for reading my long article…!