Rotating a sphere to a specific point. Not the camera - three.js

i need some help on this one.
I have search and couldn't find solutions for this, because all the solutions were about rotating a camera around a sphere.
In my case, the camera is still. I have a webgl globe with points around using latitude an longitude. I just want to click a point and rotate the globe mesh so that it centers that point.
I have the point Vector3, it's latitude and longitude but i can't figure how to do this.
Is someone around that can help me? Or know any example like this?
Thank you in advance

To rotate a sphere to match a lat/lon the camera center, you can do this:
var verticalOffset = 0.1;
sphere.rotation.x = latitude * ( Math.PI / 180 ) - verticalOffset;
sphere.rotation.y = ( 270 - longitude ) * ( Math.PI / 180 );
So then you can call this with a tween:
var tween = new TWEEN.Tween(sphere.rotation)
.to({ x: latitude * ( Math.PI / 180 ) - verticalOffset, y: ( 270 - longitude ) * ( Math.PI / 180 ) }, 2000)
.start();
I have created a jsfiddle demonstrating this, where a marker is set at Lissabon:
http://jsfiddle.net/L0rdzbej/208/
Update
In case the sphere has been turned around a lot, the Y-rotation value climbs up. Then tweening the rotation as suggested above results in a lot of reverse spinning until the point is displayed at camera center.
To avoid this, it is possible to set the rotations via quaternions. The tweening must be slerp'ed using a temporal quaternion.
For demonstration purposes I have set the spheres initial Y rotation to PI * 12.1, then applying the quaternion.
http://jsfiddle.net/L0rdzbej/217/
var phi = latitude * Math.PI / 180;
var theta = ( 270 - longitude) * Math.PI / 180;
var euler = new THREE.Euler(phi, theta, 0, 'XYZ');
// rotation (using slerp)
var qstart = new THREE.Quaternion().copy(sphere.quaternion); // src quaternion
var qend = new THREE.Quaternion().setFromEuler(euler); //dst quaternion
var qtemp = new THREE.Quaternion();
var o = {t: 0};
new TWEEN.Tween(o).to({t: 1}, 2500)
.onUpdate(function () {
THREE.Quaternion.slerp(qstart, qend, qtemp, o.t);
sphere.quaternion.copy( qtemp );
})
.start();

Related

Formula of n-vector from latitude and longitude with three.js objects

I want the formula giving the n-vector (perpendicular to the globe) from latitude and longitude in a three.js scene.
My code is currently the following, based on a list of cities (in the table called "wup"):
var conegeometry = new THREE.CylinderGeometry(0, 10, 10, 500, false);
var earthRadius = 6371; // kilometres
var réduc = 0.02;
for (var iter=1;iter<1693;iter++){
var cone = new THREE.Mesh(conegeometry, conematerial);
var lat = wup[iter].Latitude*Math.PI/180;
var lon = wup[iter].Longitude*Math.PI/180;
cone.position.set (
earthRadius * réduc * Math.cos(lat) * Math.cos(lon),
earthRadius * réduc * Math.cos(lat) * Math.sin(lon),
earthRadius * réduc * Math.sin(lat));
cone.rotation.set (
Math.sin(lat),
Math.cos(lat) * Math.sin(lon),
-Math.cos(lat) * Math.cos(lon));
scene.add(cone);
}
Formulae come from this article, p 402.
My aim is to have all cities represented as cones with the top at lat/lon position and the rest below the surface of earth, and perpendicularly to the earth surface (simplified as a sphere).
Latitude and longitude come from UN cities dataset, seem very clean and classical in degrees.
Santiago Del Estero -27,79511 -64,26149
Yerevan 40,181998 44,514619
Adelaide -34,92866 138,59863
But something is wrong in the rotation formulae, and I can't find the right adjustment. Any idea?
You need to fix two things: calculation of position and calculation of rotation.
Position:
The geographical coordinate system is left-handed (longitude grows towards east). Three.js uses a right-handed coordinate system (longitude grows towards west). Therefore the longitude value needs to be inverted in your geometry. Also, the formulae you found work for coordinates with Z-axis pointing up. Three.js has the Y-axis pointing up. So you need to swap the z and y formulas. This is the correct code for position:
var lat = wup[iter].Latitude*Math.PI/180;
var lon = - wup[iter].Longitude*Math.PI/180;
cone.position.set (
earthRadius * réduc * Math.cos(lat) * Math.cos(lon),
earthRadius * réduc * Math.sin(lat),
earthRadius * réduc * Math.cos(lat) * Math.sin(lon));
Rotation:
You just need to rotate the cone by their longitude/latitude values (not sines and cosines)
cone.rotation.set ( 0, -lon, - Math.PI / 2 + lat);
I found a solution, much simpler than my initial idea. Based on this project and this example at using the instruction lookAt which avoids complicate trigonometric formulae.
I also found that my formulae for lat/lon to x, y, z where wrong, and not corresponding to the formulae used in the project shp.js which I also use.
Objects can be set at facing a given point, here the centre of the earth. But then cones are cylinders and must for a reason I do not fully understand be turned of PI/2. So this worked:
var lat = wup[iter].Latitude*Math.PI/180;
var lon = - wup[iter].Longitude*Math.PI/180;
cone.position.set (
Math.cos(lon) * 90 * Math.cos(lat),
Math.sin(lat) * 90,
Math.sin(lon) * 90 * Math.cos(lat)
);
cone.lookAt( new THREE.Vector3(0,0,0) ); //orientate the cone to the center of earth
cone.translateZ( - earthRadius * réduc); //to follow the genral contraction
cone.translateZ( coneHeight/2); //to put the top edge at lat/lon position
cone.rotateX(- Math.PI / 2 ); //because cylinders.cones are drawn horizontally

Why isn't my raycast intersecting anything?

I have this code, designed to find the mesh the user is clicking on:
// scene and camera are defined outside of this code
var mousePoint = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var intersections;
function onClick(event) {
mousePoint.x = event.clientX;
mousePoint.y = event.clientY;
raycaster.setFromCamera(mousePoint, camera);
intersections = raycaster.intersectObjects(
scene.children);
}
Yet every time I click, intersections comes back as an empty array, with nothing getting intersected. What am I doing wrong?
From the three.js documentation for Raycaster (emphasis mine):
.setFromCamera ( coords, camera )
coords — 2D coordinates of the mouse, in normalized device coordinates (NDC)---X and Y components should be between -1 and 1.
camera — camera from which the ray should originate
Updates the ray with a new origin and direction.
Therefore, when setting the coordinates of mousePoint, instead of setting x and y directly to event.clientX and event.clientY, they should be converted to this coordinate space:
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
mousePoint.x = (event.clientX / window.innerWidth) * 2 - 1;
mousePoint.y = (event.clientY / window.innerHeight) * -2 + 1;

convert Point3D To Screen2D get wrong result in three.js

I use function like this in three.js 69
function Point3DToScreen2D(point3D,camera){
var p = point3D.clone();
var vector = p.project(camera);
vector.x = (vector.x + 1) / 2 * window.innerWidth;
vector.y = -(vector.y - 1) / 2 * window.innerHeight;
return vector;
}
It works fine when i keep the scene still.
But when i rotate the scene it made a mistake and return wrong position in the screen.It occurs when i rotate how about 180 degrees.It shoudn't have a position in screen but it showed.
I set a position var tmpV=Point3DToScreen2D(new THREE.Vector3(-67,1033,-2500),camera); in update and show it with css3d.And when i rotate like 180 degrees but less than 360 , the point shows in the screen again.Obviously it's a wrong position that can be telled from the scene and i haven't rotate 360 degrees.
I know little about the Matrix,So i don't know how the project works.
Here is the source of project in three.js:
project: function () {
var matrix;
return function ( camera ) {
if ( matrix === undefined ) matrix = new THREE.Matrix4();
matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
return this.applyProjection( matrix );
};
}()
Is the matrix.getInverse( camera.matrixWorld ) redundant? I tried to delete it and it didn't work.
Can anyone help me?Thanks.
You are projecting a 3D point from world space to screen space using a pattern like this one:
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;
However, using this approach, points behind the camera are projected to screen space, too.
You said you want to filter out points that are behind the camera. To do that, you can use this pattern first:
var matrix = new THREE.Matrix4(); // create once and reuse
...
// get the matrix that maps from world space to camera space
matrix.getInverse( camera.matrixWorld );
// transform your point from world space to camera space
p.applyMatrix( matrix );
Since the camera is located at the origin in camera space, and since the camera is always looking down the negative-z axis in camera space, points behind the camera will have a z-coordinate greater than zero.
// check if point is behind the camera
if ( p.z > 0 ) ...
three.js r.71
Like the example above but you can check vector.z to determine if it's in front.
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 );
//behind the camera if z isn't in 0..1 [frustrum range]
if(vector.z > 1){
vector = null;
}
To delve a little deeper into this answer:
// behind the camera if z isn't in 0..1 [frustrum range]
if(vector.z > 1){
vector = null;
}
This is not true. The mapping is not continuous. Points beyond the far
plane also map to z-values greater than 1
What exactly does the z-value of a projected vector stand for? X and Y are in normalised clipspace [-1,1] , what about z?
Would this be true?
projectVector.project(camera);
var inFrontOfCamera = projectVector.z < 1;
Since the camera is located at the origin in camera space, and since the camera is always looking down the negative-z axis in camera space, points behind the camera will have a z-coordinate greater than 1.
//check if point is behind the camera
if ( p.z > 1 ) ...
NOTICE: If this condition is satisfied, then the projected coordinates need to be centrosymmetric
{x: 0.233, y: -0.566, z: 1.388}
// after transform
{x: -0.233, y: 0.566, z: 1.388}

How to get UV and texture coordinate from a face or 3d point?

I have a sphere geometry with a basic material which mapped by a texture:
var geometry = new THREE.SphereGeometry(500, 60, 40);
var material = new THREE.MeshBasicMaterial({
map: THREE.ImageUtils.loadTexture('textures/equirectangular.jpg'),
overdraw: 0.5
});
var mesh = new THREE.Mesh(geometry, material);
And on mouse click:
mouse.x = (event.clientX / renderer.domElement.width) * 2 - 1;
mouse.y = -(event.clientY / renderer.domElement.height) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObject(mesh);
Which gives me an array of intersected objects.
Now how can i find the UV coordinate out of the intersected point and then get the texture pixel(pixels range) of the sphere texture?
With more googling and seeing this question, i've got this code which gives me the right texture coordinate:
var p = intersects[0].point;
var x = (p.x - sphere.position.x) / (-1 * radius);
var y = (p.y - sphere.position.y) / radius;
var z = (p.z - sphere.position.z) / radius;
var u = 1 - (Math.atan2(z, x) / (2 * Math.PI) + 0.5);
var v = 1 - ((Math.asin(y) / Math.PI) + 0.5);
console.log("u,v:", u, v);
var x = u * textureWidth;
var y = v * textureHeight;
console.log(x, y);
Note: camera is inside the sphere at (0, 0, 0) and i apply a scale matrix to the sphere geometry like this:
geometry.applyMatrix(new THREE.Matrix4().makeScale(-1, 1, 1));
But i'm looking for more complete answer which applies for geometry without negative scale too or other basic geometries like plane or cube.
Also this code returns inaccurate texture X coordinates for a loaded sphere from blender. generally getting the right x coordinates is more problematic for me. i guess the geometry/mesh rotation and scale should take into account in order to get right x,y texture coordinates, but i'm not good at math!

Mouse / Canvas X, Y to Three.js World X, Y, Z

I've searched around for an example that matches my use case but cannot find one. I'm trying to convert screen mouse co-ordinates into 3D world co-ordinates taking into account the camera.
Solutions I've found all do ray intersection to achieve object picking.
What I am trying to do is position the center of a Three.js object at the co-ordinates that the mouse is currently "over".
My camera is at x:0, y:0, z:500 (although it will move during the simulation) and all my objects are at z = 0 with varying x and y values so I need to know the world X, Y based on assuming a z = 0 for the object that will follow the mouse position.
This question looks like a similar issue but doesn't have a solution: Getting coordinates of the mouse in relation to 3D space in THREE.js
Given the mouse position on screen with a range of "top-left = 0, 0 | bottom-right = window.innerWidth, window.innerHeight", can anyone provide a solution to move a Three.js object to the mouse co-ordinates along z = 0?
You do not need to have any objects in your scene to do this.
You already know the camera position.
Using vector.unproject( camera ) you can get a ray pointing in the direction you want.
You just need to extend that ray, from the camera position, until the z-coordinate of the tip of the ray is zero.
You can do that like so:
var vec = new THREE.Vector3(); // create once and reuse
var pos = new THREE.Vector3(); // create once and reuse
vec.set(
( event.clientX / window.innerWidth ) * 2 - 1,
- ( event.clientY / window.innerHeight ) * 2 + 1,
0.5 );
vec.unproject( camera );
vec.sub( camera.position ).normalize();
var distance = - camera.position.z / vec.z;
pos.copy( camera.position ).add( vec.multiplyScalar( distance ) );
The variable pos is the position of the point in 3D space, "under the mouse", and in the plane z=0.
EDIT: If you need the point "under the mouse" and in the plane z = targetZ, replace the distance computation with:
var distance = ( targetZ - camera.position.z ) / vec.z;
three.js r.98
This worked for me when using an orthographic camera
let vector = new THREE.Vector3();
vector.set(
(event.clientX / window.innerWidth) * 2 - 1,
- (event.clientY / window.innerHeight) * 2 + 1,
0
);
vector.unproject(camera);
WebGL three.js r.89
In r.58 this code works for me:
var planeZ = new THREE.Plane(new THREE.Vector3(0, 0, 1), 0);
var mv = new THREE.Vector3(
(event.clientX / window.innerWidth) * 2 - 1,
-(event.clientY / window.innerHeight) * 2 + 1,
0.5 );
var raycaster = projector.pickingRay(mv, camera);
var pos = raycaster.ray.intersectPlane(planeZ);
console.log("x: " + pos.x + ", y: " + pos.y);
Below is an ES6 class I wrote based on WestLangley's reply, which works perfectly for me in THREE.js r77.
Note that it assumes your render viewport takes up your entire browser viewport.
class CProjectMousePosToXYPlaneHelper
{
constructor()
{
this.m_vPos = new THREE.Vector3();
this.m_vDir = new THREE.Vector3();
}
Compute( nMouseX, nMouseY, Camera, vOutPos )
{
let vPos = this.m_vPos;
let vDir = this.m_vDir;
vPos.set(
-1.0 + 2.0 * nMouseX / window.innerWidth,
-1.0 + 2.0 * nMouseY / window.innerHeight,
0.5
).unproject( Camera );
// Calculate a unit vector from the camera to the projected position
vDir.copy( vPos ).sub( Camera.position ).normalize();
// Project onto z=0
let flDistance = -Camera.position.z / vDir.z;
vOutPos.copy( Camera.position ).add( vDir.multiplyScalar( flDistance ) );
}
}
You can use the class like this:
// Instantiate the helper and output pos once.
let Helper = new CProjectMousePosToXYPlaneHelper();
let vProjectedMousePos = new THREE.Vector3();
...
// In your event handler/tick function, do the projection.
Helper.Compute( e.clientX, e.clientY, Camera, vProjectedMousePos );
vProjectedMousePos now contains the projected mouse position on the z=0 plane.
to get the mouse coordinates of a 3d object use projectVector:
var width = 640, height = 480;
var widthHalf = width / 2, heightHalf = height / 2;
var projector = new THREE.Projector();
var vector = projector.projectVector( object.matrixWorld.getPosition().clone(), camera );
vector.x = ( vector.x * widthHalf ) + widthHalf;
vector.y = - ( vector.y * heightHalf ) + heightHalf;
to get the three.js 3D coordinates that relate to specific mouse coordinates, use the opposite, unprojectVector:
var elem = renderer.domElement,
boundingRect = elem.getBoundingClientRect(),
x = (event.clientX - boundingRect.left) * (elem.width / boundingRect.width),
y = (event.clientY - boundingRect.top) * (elem.height / boundingRect.height);
var vector = new THREE.Vector3(
( x / WIDTH ) * 2 - 1,
- ( y / HEIGHT ) * 2 + 1,
0.5
);
projector.unprojectVector( vector, camera );
var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
var intersects = ray.intersectObjects( scene.children );
There is a great example here. However, to use project vector, there must be an object where the user clicked. intersects will be an array of all objects at the location of the mouse, regardless of their depth.
I had a canvas that was smaller than my full window, and needed to determine the world coordinates of a click:
// get the position of a canvas event in world coords
function getWorldCoords(e) {
// get x,y coords into canvas where click occurred
var rect = canvas.getBoundingClientRect(),
x = e.clientX - rect.left,
y = e.clientY - rect.top;
// convert x,y to clip space; coords from top left, clockwise:
// (-1,1), (1,1), (-1,-1), (1, -1)
var mouse = new THREE.Vector3();
mouse.x = ( (x / canvas.clientWidth ) * 2) - 1;
mouse.y = (-(y / canvas.clientHeight) * 2) + 1;
mouse.z = 0.5; // set to z position of mesh objects
// reverse projection from 3D to screen
mouse.unproject(camera);
// convert from point to a direction
mouse.sub(camera.position).normalize();
// scale the projected ray
var distance = -camera.position.z / mouse.z,
scaled = mouse.multiplyScalar(distance),
coords = camera.position.clone().add(scaled);
return coords;
}
var canvas = renderer.domElement;
canvas.addEventListener('click', getWorldCoords);
Here's an example. Click the same region of the donut before and after sliding and you'll find the coords remain constant (check the browser console):
// three.js boilerplate
var container = document.querySelector('body'),
w = container.clientWidth,
h = container.clientHeight,
scene = new THREE.Scene(),
camera = new THREE.PerspectiveCamera(75, w/h, 0.001, 100),
controls = new THREE.MapControls(camera, container),
renderConfig = {antialias: true, alpha: true},
renderer = new THREE.WebGLRenderer(renderConfig);
controls.panSpeed = 0.4;
camera.position.set(0, 0, -10);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(w, h);
container.appendChild(renderer.domElement);
window.addEventListener('resize', function() {
w = container.clientWidth;
h = container.clientHeight;
camera.aspect = w/h;
camera.updateProjectionMatrix();
renderer.setSize(w, h);
})
function render() {
requestAnimationFrame(render);
renderer.render(scene, camera);
controls.update();
}
// draw some geometries
var geometry = new THREE.TorusGeometry( 10, 3, 16, 100, );
var material = new THREE.MeshNormalMaterial( { color: 0xffff00, } );
var torus = new THREE.Mesh( geometry, material, );
scene.add( torus );
// convert click coords to world space
// get the position of a canvas event in world coords
function getWorldCoords(e) {
// get x,y coords into canvas where click occurred
var rect = canvas.getBoundingClientRect(),
x = e.clientX - rect.left,
y = e.clientY - rect.top;
// convert x,y to clip space; coords from top left, clockwise:
// (-1,1), (1,1), (-1,-1), (1, -1)
var mouse = new THREE.Vector3();
mouse.x = ( (x / canvas.clientWidth ) * 2) - 1;
mouse.y = (-(y / canvas.clientHeight) * 2) + 1;
mouse.z = 0.0; // set to z position of mesh objects
// reverse projection from 3D to screen
mouse.unproject(camera);
// convert from point to a direction
mouse.sub(camera.position).normalize();
// scale the projected ray
var distance = -camera.position.z / mouse.z,
scaled = mouse.multiplyScalar(distance),
coords = camera.position.clone().add(scaled);
console.log(mouse, coords.x, coords.y, coords.z);
}
var canvas = renderer.domElement;
canvas.addEventListener('click', getWorldCoords);
render();
html,
body {
width: 100%;
height: 100%;
background: #000;
}
body {
margin: 0;
overflow: hidden;
}
canvas {
width: 100%;
height: 100%;
}
<script src='https://cdnjs.cloudflare.com/ajax/libs/three.js/97/three.min.js'></script>
<script src=' https://threejs.org/examples/js/controls/MapControls.js'></script>
ThreeJS is slowly mowing away from Projector.(Un)ProjectVector and the solution with projector.pickingRay() doesn't work anymore, just finished updating my own code.. so the most recent working version should be as follow:
var rayVector = new THREE.Vector3(0, 0, 0.5);
var camera = new THREE.PerspectiveCamera(fov,this.offsetWidth/this.offsetHeight,0.1,farFrustum);
var raycaster = new THREE.Raycaster();
var scene = new THREE.Scene();
//...
function intersectObjects(x, y, planeOnly) {
rayVector.set(((x/this.offsetWidth)*2-1), (1-(y/this.offsetHeight)*2), 1).unproject(camera);
raycaster.set(camera.position, rayVector.sub(camera.position ).normalize());
var intersects = raycaster.intersectObjects(scene.children);
return intersects;
}
For those using #react-three/fiber (aka r3f and react-three-fiber), I found this discussion and it's associated code samples by Matt Rossman helpful. In particular, many examples using the methods above are for simple orthographic views, not for when OrbitControls are in play.
Discussion: https://github.com/pmndrs/react-three-fiber/discussions/857
Simple example using Matt's technique: https://codesandbox.io/s/r3f-mouse-to-world-elh73?file=/src/index.js
More generalizable example: https://codesandbox.io/s/react-three-draggable-cxu37?file=/src/App.js
Here is my take at creating an es6 class out of it. Working with Three.js r83. The method of using rayCaster comes from mrdoob here: Three.js Projector and Ray objects
export default class RaycasterHelper
{
constructor (camera, scene) {
this.camera = camera
this.scene = scene
this.rayCaster = new THREE.Raycaster()
this.tapPos3D = new THREE.Vector3()
this.getIntersectsFromTap = this.getIntersectsFromTap.bind(this)
}
// objects arg below needs to be an array of Three objects in the scene
getIntersectsFromTap (tapX, tapY, objects) {
this.tapPos3D.set((tapX / window.innerWidth) * 2 - 1, -(tapY /
window.innerHeight) * 2 + 1, 0.5) // z = 0.5 important!
this.tapPos3D.unproject(this.camera)
this.rayCaster.set(this.camera.position,
this.tapPos3D.sub(this.camera.position).normalize())
return this.rayCaster.intersectObjects(objects, false)
}
}
You would use it like this if you wanted to check against all your objects in the scene for hits. I made the recursive flag false above because for my uses I did not need it to be.
var helper = new RaycasterHelper(camera, scene)
var intersects = helper.getIntersectsFromTap(tapX, tapY,
this.scene.children)
...
Although the provided answers can be useful in some scenarios, I hardly can imagine those scenarios (maybe games or animations) because they are not precise at all (guessing around target's NDC z?). You can't use those methods to unproject screen coordinates to the world ones if you know target z-plane. But for the most scenarios, you should know this plane.
For example, if you draw sphere by center (known point in model space) and radius - you need to get radius as delta of unprojected mouse coordinates - but you can't! With all due respect #WestLangley's method with targetZ doesn't work, it gives incorrect results (I can provide jsfiddle if needed). Another example - you need to set orbit controls target by mouse double click, but without "real" raycasting with scene objects (when you have nothing to pick).
The solution for me is to just create the virtual plane in target point along z-axis and use raycasting with this plane afterward. Target point can be current orbit controls target or vertex of object you need to draw step by step in existing model space etc. This works perfectly and it is simple (example in typescript):
screenToWorld(v2D: THREE.Vector2, camera: THREE.PerspectiveCamera = null, target: THREE.Vector3 = null): THREE.Vector3 {
const self = this;
const vNdc = self.toNdc(v2D);
return self.ndcToWorld(vNdc, camera, target);
}
//get normalized device cartesian coordinates (NDC) with center (0, 0) and ranging from (-1, -1) to (1, 1)
toNdc(v: THREE.Vector2): THREE.Vector2 {
const self = this;
const canvasEl = self.renderers.WebGL.domElement;
const bounds = canvasEl.getBoundingClientRect();
let x = v.x - bounds.left;
let y = v.y - bounds.top;
x = (x / bounds.width) * 2 - 1;
y = - (y / bounds.height) * 2 + 1;
return new THREE.Vector2(x, y);
}
ndcToWorld(vNdc: THREE.Vector2, camera: THREE.PerspectiveCamera = null, target: THREE.Vector3 = null): THREE.Vector3 {
const self = this;
if (!camera) {
camera = self.camera;
}
if (!target) {
target = self.getTarget();
}
const position = camera.position.clone();
const origin = self.scene.position.clone();
const v3D = target.clone();
self.raycaster.setFromCamera(vNdc, camera);
const normal = new THREE.Vector3(0, 0, 1);
const distance = normal.dot(origin.sub(v3D));
const plane = new THREE.Plane(normal, distance);
self.raycaster.ray.intersectPlane(plane, v3D);
return v3D;
}

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