Returns the line calculated by intersecting two planes.Ĭalculates the intersection of a plane and a sphere. Returns a plane through an array of points.Ĭreates a plane from an origin point, X axis direction, and Y axis direction.Ĭreates a plane from an origin point, and a normal direction.Ĭreates a plane from three non-colinear points. Intersects an infinite plane and a curve object. Returns the closest point on a plane from a point. Returns the point calculated by intersecting a line with a plane.Ĭalculates the intersection of a line and a sphere.Ĭalculates the angle between two points on a plane. Intersects an infinite line with a mesh object.įinds the shortest distance between the line, as a finite chord, and a point or another line. Returns the point calculated by intersecting two lines.įinds the longest distance between the line, as a finite chord, and a point or another line. Intersect an infinite line and a curve object.Ĭalculates the intersection of a line and a cylinder.ĭetermines if the shortest distance from a line to a point or another line is greater than a specified distance. Checks if two given bounding boxes intersect with one another. The intersection detection seemed spot on, though. Important Note: I believe there is a bug in the resolution vector, which I haven't tracked down. Note: it uses glMatrix for the matrix maths. Intersects an infinite line and a circle.įinds the point on an infinite line that is closest to a test point. It isn't in ThreeJS but it should be fairly straight forward to convert over. Quote: Quote: Instead the best approach is probably to treat the frustum as the intersection volume of 6 halfspaces and compute tenter and texit for the six planes and see if tenter < texit in which case there is an intersection (and otherwise not). Intersects an infinite line and an axis aligned bounding box. This might seem like nitpicking, but language (and terminology) is important. Returns the point calculated by intersecting three planes.Ĭreate a line perpendicular or tangent between two curves. Returns the distance from a plane to a point.
Planes are represented as zero-based, one-dimensional arrays containing four elements: the plane’s origin (3-D point), the plane’s x-axis direction (3-D vector), the plane’s y-axis direction (3-D vector), and the plane’s z-axis direction (3-D vector).įor more information in RhinoScript Fundamentals. Lines are represented as zero-based, one-dimensional arrays containing two elements: the start point (3-D point) and the end point (3-D point). The following methods are available for creating and manipulating lines and planes. (Last updated: Wednesday, December 12, 2018)