I've seen a lot of posts people want to have the camera position to screen position. My question is how to do the contrary.
What I currently want to achieve is set the "door" position to a % of the screen, this calculation is ready, and I do have the final screen X, Y (px) position. The current Z offset = 250 of the camera.
I've found this code to convert camera position to screen position:
var vector = projector.projectVector(door.position.clone(), camera);
vector.x = (vector.x + 1) / 2 * window.innerWidth;
vector.y = -(vector.y - 1) / 2 * window.innerHeight;
To do the reversie I tried this, but does not give the result I expect:
var mouseX = ((perc.x) / window.innerWidth) * 2 - 1,
mouseY = -((perc.y) / window.innerHeight) * 2 + 1;
var vector = new THREE.Vector3(mouseX, mouseY, 1);
projector.unprojectVector(vector, camera);
return vector.sub(camera.position).normalize()
I have tried several ways and tried to Google, but didn't found an answer.
Q: How to convert screen position to camera position?
使用较大的不可见平面定义门可以向哪个方向扩展,然后在该平面上使用光线投射器搜索门对象应延伸到的位置。
Well, as posted by Gero3, what you want to do is to create a plane that will cover all of your visible camera area (something like new THREE.PlaneGeometry(5000,5000);
and then use raycaster to locate screen coordinated on that plane.
Here is an example from another similar question :
Hope that helps.
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