Converting 3D position to 2d screen position [r69!]
Solution 1:
I've written for my project the following function; it receives an THREE.Object3D
instance and a camera as a parameters and returns the position on the screen.
function toScreenPosition(obj, camera)
{
var vector = new THREE.Vector3();
var widthHalf = 0.5*renderer.context.canvas.width;
var heightHalf = 0.5*renderer.context.canvas.height;
obj.updateMatrixWorld();
vector.setFromMatrixPosition(obj.matrixWorld);
vector.project(camera);
vector.x = ( vector.x * widthHalf ) + widthHalf;
vector.y = - ( vector.y * heightHalf ) + heightHalf;
return {
x: vector.x,
y: vector.y
};
};
Then I created a THREE.Object3D
just to hold the div position (it's attached to a mesh in the scene) and when needed it can easily converted to screen position using the toScreenPosition
function and it updates the coordinates of the div element.
var proj = toScreenPosition(divObj, camera);
divElem.style.left = proj.x + 'px';
divElem.style.top = proj.y + 'px';
Here a fiddle with a demo.
Solution 2:
You can convert a 3D position to screen coordinates by using a pattern like so:
var vector = new THREE.Vector3();
var canvas = renderer.domElement;
vector.set( 1, 2, 3 );
// map to normalized device coordinate (NDC) space
vector.project( camera );
// map to 2D screen space
vector.x = Math.round( ( vector.x + 1 ) * canvas.width / 2 );
vector.y = Math.round( ( - vector.y + 1 ) * canvas.height / 2 );
vector.z = 0;
three.js r.69
Solution 3:
For me this function works (Three.js version 69):
function createVector(x, y, z, camera, width, height) {
var p = new THREE.Vector3(x, y, z);
var vector = p.project(camera);
vector.x = (vector.x + 1) / 2 * width;
vector.y = -(vector.y - 1) / 2 * height;
return vector;
}