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!

Reply via email to