I have a 3d plane defined by a normal and distance, is there a way to rotate the plane to face a given point in the 3d world? I can calculate the normal easily (targetPos-objectPos normalized), however I am not sure how the distance should be recalculated so the plane keeps the same "origin".
I am trying to build the plane to intersect an object in the 3d world and face the camera so I can perform ray casting on it.
dot(normal, objectPos)
. - Nico Schertler