Fabrice said he had checked in an update to bring those parameters back. Meanwhile, you can see from the 3.5 version how it should work. Just copy that over onto your code.
Best, BW On Fri, Apr 8, 2011 at 12:24 PM, carlos.lunetta <carlos.lune...@gmail.com>wrote: > Thanks! > But maybe I won't be able to use this after all; > getInstersect() won't accept parameters anymore - it uses the mouse > position. I can't use the mouse, I need to use x and y coordinates... > I'll try to extend the class and see if it works. > Thanks! > > > > > > > On Apr 8, 3:45 pm, Bob Warfield <b...@thewarfields.com> wrote: > > Carlos, it's a wrapper routine I use to go between 3.5 and 3.6. It > converts > > a Vector3D to a Number3D in 3.5 and it just passes through the Vector3D > in > > 3.6. If you are running 3.6, you don't need it. > > > > Best, > > > > BW > > > > On Fri, Apr 8, 2011 at 11:41 AM, carlos.lunetta < > carlos.lune...@gmail.com>wrote: > > > > > > > > > > > > > > > > > One question - what is the N2V in the code? > > > > > Thanks! > > > > > 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! >