# Get points of a 3d triangle relative to its own plane in 2d

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I need to convert a 3d triangle into a 2d triangle, as if it had been rotated so that all points lied on the same z and then ortho projected.

How can I do this?

(Code examples would be very helpful)

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Matrix planeMatrix = makeLookAtMatrix( triangleCenter /*eyePos*/, triangleCenter + triNormal /*aim point*/, pickASensibleUpVector /*make sure it isn't parallel to the aim direction*/ ); planeMatrix = invert(planeMatrix);

now transform the triangle with it..... (You may want to be more careful with the positioning of the origin in your new coordinate frame though....)

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It's easiest to arbitrarily declare one of the triangle's sides as being parallel to the X or Y axis. So if you have a triangle and say its first side is 4 units long. You can just start by saying its two endpoints are at {0,0} and at {4,0}. Then you just have to calculate the position of the remaining point. You know the lengths of the other two sides; it's exactly same in 3D as in 2D since the triangle lies along a plane, and you can easily find equations online for finding the point given that you know all lengths (and all angles, as a result).

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