align vectors to a planes normal

Blitz3D Forums/Blitz3D Programming/align vectors to a planes normal

Warner(Posted 2009) [#1]
In my program, I'm trying to create a mesh that represents a plane.
So I need 4 coordinates that represent the plane, say:
(-1, 0, -1)
( 1, 0, -1)
( 1, 0, 1)
(-1, 0, 1)
assuming that it is an XZ plane.

To define the plane, I have a normal and a value called 'd', that is the plane's distance from the origin.

plane = (nx, ny, nz, d)
or
nx*x + ny*y + nz*z + d = 0

I allready used TFormPoint to solve this, but I need a mathematical way nstead.
Should I do a transformation, based on the plane's normal? I don't know how. Convert the normal to angles with Atan2, then use Cos/Sin to
transform it back? or is there a simpler way?
Could anybody please help?


Ross C(Posted 2009) [#2]
I would go for COS/SIN method. It's a little fiddly to get it right, but it does work fine.


Warner(Posted 2009) [#3]
Okay thanks, I think it works. So far so good. This is the code:



Ross C(Posted 2009) [#4]
Nice one. Alot neater code than mine for doing this :)