I have this to create a line between 2 points:
var geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(0, 0, 0));
geometry.vertices.pus
I figured I would post this since the answers didn't get me 100% there. I noticed the cylinders were correctly oriented, but they were positioned in reference to the origin. The below code (based on the other answers to this question) worked for me:
function cylinderMesh(pointX, pointY, material) {
var direction = new THREE.Vector3().subVectors(pointY, pointX);
var orientation = new THREE.Matrix4();
orientation.lookAt(pointX, pointY, new THREE.Object3D().up);
orientation.multiply(new THREE.Matrix4(1, 0, 0, 0,
0, 0, 1, 0,
0, -1, 0, 0,
0, 0, 0, 1));
var edgeGeometry = new THREE.CylinderGeometry(2, 2, direction.length(), 8, 1);
var edge = new THREE.Mesh(edgeGeometry, material);
edge.applyMatrix(orientation);
// position based on midpoints - there may be a better solution than this
edge.position.x = (pointY.x + pointX.x) / 2;
edge.position.y = (pointY.y + pointX.y) / 2;
edge.position.z = (pointY.z + pointX.z) / 2;
return edge;
}
Hope this helps someone!