Great! Thanks a lot for the code example!
On Apr 8, 3:09 pm, Bob Warfield <b...@thewarfields.com> wrote: > Carlos, to go from 2D to 3D I have been using Fabrice's Drag3D in a routine > like this: > > *public* *function* mouseTo3D(screenX:Number, screenY:Number, screenZ:Number > = 0):Vector3D > > { > > *var* n3D:Vector3D = *new* Vector3D; > > *// var persp:Number = view.camera.zoom / view.camera.focus; > * > > *// Use Fabrice's Drag3D class... > * > > *var* d3D:Drag3D = *new* Drag3D( view ); > > *var* plane:String = gridStyle.toLowerCase(); > > plane = (plane == *"yz"*) ? *"zy"* : plane; > > d3D.plane = plane; > > n3D = N2V(d3D.getIntersect( screenX, screenY )); > > *// 8? WTF? > * > > *if* (view.camera.lens *is* OrthogonalLens) { > > n3D.x /= 8; > > n3D.y /= 8; > > n3D.z /= 8; > > } > > *return* n3D; > > } > > Ignore the occassional dark mutterings in that code. > > For 3D to 2D, I use the camera's screen method something like this: > > sv = view.camera.screen( *this*, *this*.mesh.vertices[i] ); > > Pass it in a vertex or other point, get back a ScreenVertex. > > Cheers, > > BW > > On Fri, Apr 8, 2011 at 10:38 AM, carlos.lunetta > <carlos.lune...@gmail.com>wrote: > > > > > > > > > Hello all > > > I've read a couple of opinions regarding the conversion of a 2D > > coordinate to 3D space, but not sure the best way to proceed. Some > > people talk about deperspective, but it's not present on 3.6 anymore. > > > I have the screenX and screenY coordinates, and the desired Z depth - > > looking for the projected x and y. What would be the best way to go? > > > thanks a lot!