ray intersect object, picking object with mouse-pointer - javascript

Thank you for your consideration, as my problem is in title already I will get directly to the point:
UPDATE 2:
Problem solved. I did not transformed them into meshes, or so it seems. With the hint got from supernova and a failed attempt to enable shadowmap it became so clear, although half a day was lost...
UPDATE 1:
The example is here: JSFiddle
.
.
Original problem:
The standard example of ray casting for object picking using the mouse coordinates, and I mean this one:
var vector = new THREE.Vector3((event.clientX / window.innerWidth ) * 2 - 1, -(event.clientY / window.innerHeight ) * 2 + 1, 1);
projector.unprojectVector(vector, camera);
var ray = new THREE.Ray(camera.position, vector.subSelf(camera.position).normalize());
var intersects = ray.intersectObjects(cubes);
if (intersects.length > 0)
{
console.log('hit');
}
, didn't work at all.
After taking some time to think about it I have tried this:
// start a ray from your camera to the coordinates on
// x,y plane you pointed with the mouse:
// *I also draw the actual ray on the screen, it looked perfect! :( but...
var cx = event.clientX;
var cy = event.clientY;
var rx = cx - (SCREEN_WIDTH / 2);
var ry = (SCREEN_HEIGHT / 2) - cy;
var origin = new THREE.Vector3(camera.position.x, camera.position.y, camera.position.z - 200);
var direction = new THREE.Vector3(rx, ry, -20);
var ray = new THREE.Ray(origin, direction);
var intersects = ray.intersectObjects(cubes);
But the "intersect" variable is still empty.
Although it seems logical to work, because my elements are as follows:
for ( i = 0; i < cols; i++)
{
for ( j = 0; j < rows; j++)
{
var cwidth = (SCREEN_WIDTH / cols) / scale;
var cheight = (SCREEN_HEIGHT / rows) / scale;
var cdepth = 10;
var cube = THREE.SceneUtils.createMultiMaterialObject(new THREE.CubeGeometry(cwidth, cheight, cdepth, 1, 1, 1), getMaterials());
// getMaterials() is a simple function returning an Array of materials
cube.position.x = cwidth * i - (SCREEN_WIDTH / 2) + cwidth / 2;
cube.position.x /= scale;
cube.position.y = cheight * j - (SCREEN_HEIGHT / 2) + cheight / 2;
cube.position.y /= scale;
cube.position.z = 0;
cubes.push(cube);
scene.add(cube);
}
}
And my camera is:
camera.position.z = getDistance(window.innerHeight);
// or {x: 0, y:0, z: 403.00000000000006}
I am trying to fix this for over two hours now, can anybody see what I am missing? And I have searched the internet with no avail.
P.S. I hope i did not tagged this question erroneous with "ray".

Related

Create vector3 with specific heading

So I want to create a 2D flow field in three.js from a working example in p5.js. This is the original source code:
var inc = 0.1; //Increment of noise
var yoff = 0;
var scl = var; //Scale of noise field
var cols = rows = 10;
for(var y = 0; y < rows; y++)
{
var xoff = 0;
for(var x = 0; x < cols; x++)
{
var index = x + y * cols;
var angle = noise(xoff, yoff) * TWO_PI; //Create angle with Perlin noise
var v = p5.Vector.fromAngle( angle ); //Create new vector from angle
v.setMag( 0.1 ); //set magnitude of vector
flowfield[index] = v;
xoff += inc;
stroke(0, 50);
strokeWeight(1);
push();
translate(x * scl, y * scl);
rotate(v.heading());
line(0, 0, scl, 0);
pop();
}
yoff += inc;
}
Now I want to replicate the p5.Vector.fromAngle() function in three.js.
As far as I understand I need to create the vector and then rotate the vector around the z-axis using .applyQuaternion ( quaternion ). However I am rotating the vector around the center and not change it's heading.
var vector = new THREE.Vector3( 100, 100, 0 );
var angle = Math.random() * Math.PI * 2;
var quaternion = new THREE.Quaternion();
quaternion.setFromAxisAngle( new THREE.Vector3( 0, 0, 1 ), Math.PI / 2 );
vector.applyQuaternion( quaternion );
If you just want to use the x/y-plane, the function would basically look like this:
function fromAngle(angle) {
return new THREE.Vector3(
Math.cos(angle), Math.sin(angle), 0
);
}
I believe this is a lot simpler than using quaternions for this. If you need more complex three-dimensional rotations, quaternions make a lot of sense. It's also exactly what p5.js does.
This function will return a unit-vector (a vector with length 1) pointing in the given direction (so fromAngle(0) === [1, 0, 0], fromAngle(Math.PI/2) === [0, 1, 0] and so on).

Canvas Rotating Star Field

I'm taking the following approach to animate a star field across the screen, but I'm stuck for the next part.
JS
var c = document.getElementById('stars'),
ctx = c.getContext("2d"),
t = 0; // time
c.width = 300;
c.height = 300;
var w = c.width,
h = c.height,
z = c.height,
v = Math.PI; // angle of vision
(function animate() {
Math.seedrandom('bg');
ctx.globalAlpha = 1;
for (var i = 0; i <= 100; i++) {
var x = Math.floor(Math.random() * w), // pos x
y = Math.floor(Math.random() * h), // pos y
r = Math.random()*2 + 1, // radius
a = Math.random()*0.5 + 0.5, // alpha
// linear
d = (r*a), // depth
p = t*d; // pixels per t
x = x - p; // movement
x = x - w * Math.floor(x / w); // go around when x < 0
(function draw(x,y) {
var gradient = ctx.createRadialGradient(x, y, 0, x + r, y + r, r * 2);
gradient.addColorStop(0, 'rgba(255, 255, 255, ' + a + ')');
gradient.addColorStop(1, 'rgba(0, 0, 0, 0)');
ctx.beginPath();
ctx.arc(x, y, r, 0, 2*Math.PI);
ctx.fillStyle = gradient;
ctx.fill();
return draw;
})(x, y);
}
ctx.restore();
t += 1;
requestAnimationFrame(function() {
ctx.clearRect(0, 0, c.width, c.height);
animate();
});
})();
HTML
<canvas id="stars"></canvas>
CSS
canvas {
background: black;
}
JSFiddle
What it does right now is animate each star with a delta X that considers the opacity and size of the star, so the smallest ones appear to move slower.
Use p = t; to have all the stars moving at the same speed.
QUESTION
I'm looking for a clearly defined model where the velocities give the illusion of the stars rotating around the expectator, defined in terms of the center of the rotation cX, cY, and the angle of vision v which is what fraction of 2π can be seen (if the center of the circle is not the center of the screen, the radius should be at least the largest portion). I'm struggling to find a way that applies this cosine to the speed of star movements, even for a centered circle with a rotation of π.
These diagrams might further explain what I'm after:
Centered circle:
Non-centered:
Different angle of vision:
I'm really lost as to how to move forwards. I already stretched myself a bit to get here. Can you please help me with some first steps?
Thanks
UPDATE
I have made some progress with this code:
// linear
d = (r*a)*z, // depth
v = (2*Math.PI)/w,
p = Math.floor( d * Math.cos( t * v ) ); // pixels per t
x = x + p; // movement
x = x - w * Math.floor(x / w); // go around when x < 0
JSFiddle
Where p is the x coordinate of a particle in uniform circular motion and v is the angular velocity, but this generates a pendulum effect. I am not sure how to change these equations to create the illusion that the observer is turning instead.
UPDATE 2:
Almost there. One user at the ##Math freenode channel was kind enough to suggest the following calculation:
// linear
d = (r*a), // depth
p = t*d; // pixels per t
x = x - p; // movement
x = x - w * Math.floor(x / w); // go around when x < 0
x = (x / w) - 0.5;
y = (y / h) - 0.5;
y /= Math.cos(x);
x = (x + 0.5) * w;
y = (y + 0.5) * h;
JSFiddle
This achieves the effect visually, but does not follow a clearly defined model in terms of the variables (it just "hacks" the effect) so I cannot see a straightforward way to do different implementations (change the center, angle of vision). The real model might be very similar to this one.
UPDATE 3
Following from Iftah's response, I was able to use Sylvester to apply a rotation matrix to the stars, which need to be saved in an array first. Also each star's z coordinate is now determined and the radius r and opacity a are derived from it instead. The code is substantially different and lenghthier so I am not posting it, but it might be a step in the right direction. I cannot get this to rotate continuously yet. Using matrix operations on each frame seems costly in terms of performance.
JSFiddle
Here's some pseudocode that does what you're talking about.
Make a bunch of stars not too far but not too close (via rejection sampling)
Set up a projection matrix (defines the camera frustum)
Each frame
Compute our camera rotation angle
Make a "view" matrix (repositions the stars to be relative to our view)
Compose the view and projection matrix into the view-projection matrix
For each star
Apply the view-projection matrix to give screen star coordinates
If the star is behind the camera skip it
Do some math to give the star a nice seeming 'size'
Scale the star coordinate to the canvas
Draw the star with its canvas coordinate and size
I've made an implementation of the above. It uses the gl-matrix Javascript library to handle some of the matrix math. It's good stuff. (Fiddle for this is here, or see below.)
var c = document.getElementById('c');
var n = c.getContext('2d');
// View matrix, defines where you're looking
var viewMtx = mat4.create();
// Projection matrix, defines how the view maps onto the screen
var projMtx = mat4.create();
// Adapted from http://stackoverflow.com/questions/18404890/how-to-build-perspective-projection-matrix-no-api
function ComputeProjMtx(field_of_view, aspect_ratio, near_dist, far_dist, left_handed) {
// We'll assume input parameters are sane.
field_of_view = field_of_view * Math.PI / 180.0; // Convert degrees to radians
var frustum_depth = far_dist - near_dist;
var one_over_depth = 1 / frustum_depth;
var e11 = 1.0 / Math.tan(0.5 * field_of_view);
var e00 = (left_handed ? 1 : -1) * e11 / aspect_ratio;
var e22 = far_dist * one_over_depth;
var e32 = (-far_dist * near_dist) * one_over_depth;
return [
e00, 0, 0, 0,
0, e11, 0, 0,
0, 0, e22, e32,
0, 0, 1, 0
];
}
// Make a view matrix with a simple rotation about the Y axis (up-down axis)
function ComputeViewMtx(angle) {
angle = angle * Math.PI / 180.0; // Convert degrees to radians
return [
Math.cos(angle), 0, Math.sin(angle), 0,
0, 1, 0, 0,
-Math.sin(angle), 0, Math.cos(angle), 0,
0, 0, 0, 1
];
}
projMtx = ComputeProjMtx(70, c.width / c.height, 1, 200, true);
var angle = 0;
var viewProjMtx = mat4.create();
var minDist = 100;
var maxDist = 1000;
function Star() {
var d = 0;
do {
// Create random points in a cube.. but not too close.
this.x = Math.random() * maxDist - (maxDist / 2);
this.y = Math.random() * maxDist - (maxDist / 2);
this.z = Math.random() * maxDist - (maxDist / 2);
var d = this.x * this.x +
this.y * this.y +
this.z * this.z;
} while (
d > maxDist * maxDist / 4 || d < minDist * minDist
);
this.dist = Math.sqrt(d);
}
Star.prototype.AsVector = function() {
return [this.x, this.y, this.z, 1];
}
var stars = [];
for (var i = 0; i < 5000; i++) stars.push(new Star());
var lastLoop = Date.now();
function loop() {
var now = Date.now();
var dt = (now - lastLoop) / 1000.0;
lastLoop = now;
angle += 30.0 * dt;
viewMtx = ComputeViewMtx(angle);
//console.log('---');
//console.log(projMtx);
//console.log(viewMtx);
mat4.multiply(viewProjMtx, projMtx, viewMtx);
//console.log(viewProjMtx);
n.beginPath();
n.rect(0, 0, c.width, c.height);
n.closePath();
n.fillStyle = '#000';
n.fill();
n.fillStyle = '#fff';
var v = vec4.create();
for (var i = 0; i < stars.length; i++) {
var star = stars[i];
vec4.transformMat4(v, star.AsVector(), viewProjMtx);
v[0] /= v[3];
v[1] /= v[3];
v[2] /= v[3];
//v[3] /= v[3];
if (v[3] < 0) continue;
var x = (v[0] * 0.5 + 0.5) * c.width;
var y = (v[1] * 0.5 + 0.5) * c.height;
// Compute a visual size...
// This assumes all stars are the same size.
// It also doesn't scale with canvas size well -- we'd have to take more into account.
var s = 300 / star.dist;
n.beginPath();
n.arc(x, y, s, 0, Math.PI * 2);
//n.rect(x, y, s, s);
n.closePath();
n.fill();
}
window.requestAnimationFrame(loop);
}
loop();
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.1/gl-matrix-min.js"></script>
<canvas id="c" width="500" height="500"></canvas>
Some links:
More on projection matrices
gl-matrix
Using view/projection matrices
Update
Here's another version that has keyboard controls. Kinda fun. You can see the difference between rotating and parallax from strafing. Works best full page. (Fiddle for this is here or see below.)
var c = document.getElementById('c');
var n = c.getContext('2d');
// View matrix, defines where you're looking
var viewMtx = mat4.create();
// Projection matrix, defines how the view maps onto the screen
var projMtx = mat4.create();
// Adapted from http://stackoverflow.com/questions/18404890/how-to-build-perspective-projection-matrix-no-api
function ComputeProjMtx(field_of_view, aspect_ratio, near_dist, far_dist, left_handed) {
// We'll assume input parameters are sane.
field_of_view = field_of_view * Math.PI / 180.0; // Convert degrees to radians
var frustum_depth = far_dist - near_dist;
var one_over_depth = 1 / frustum_depth;
var e11 = 1.0 / Math.tan(0.5 * field_of_view);
var e00 = (left_handed ? 1 : -1) * e11 / aspect_ratio;
var e22 = far_dist * one_over_depth;
var e32 = (-far_dist * near_dist) * one_over_depth;
return [
e00, 0, 0, 0,
0, e11, 0, 0,
0, 0, e22, e32,
0, 0, 1, 0
];
}
// Make a view matrix with a simple rotation about the Y axis (up-down axis)
function ComputeViewMtx(angle) {
angle = angle * Math.PI / 180.0; // Convert degrees to radians
return [
Math.cos(angle), 0, Math.sin(angle), 0,
0, 1, 0, 0,
-Math.sin(angle), 0, Math.cos(angle), 0,
0, 0, -250, 1
];
}
projMtx = ComputeProjMtx(70, c.width / c.height, 1, 200, true);
var angle = 0;
var viewProjMtx = mat4.create();
var minDist = 100;
var maxDist = 1000;
function Star() {
var d = 0;
do {
// Create random points in a cube.. but not too close.
this.x = Math.random() * maxDist - (maxDist / 2);
this.y = Math.random() * maxDist - (maxDist / 2);
this.z = Math.random() * maxDist - (maxDist / 2);
var d = this.x * this.x +
this.y * this.y +
this.z * this.z;
} while (
d > maxDist * maxDist / 4 || d < minDist * minDist
);
this.dist = 100;
}
Star.prototype.AsVector = function() {
return [this.x, this.y, this.z, 1];
}
var stars = [];
for (var i = 0; i < 5000; i++) stars.push(new Star());
var lastLoop = Date.now();
var dir = {
up: 0,
down: 1,
left: 2,
right: 3
};
var dirStates = [false, false, false, false];
var shiftKey = false;
var moveSpeed = 100.0;
var turnSpeed = 1.0;
function loop() {
var now = Date.now();
var dt = (now - lastLoop) / 1000.0;
lastLoop = now;
angle += 30.0 * dt;
//viewMtx = ComputeViewMtx(angle);
var tf = mat4.create();
if (dirStates[dir.up]) mat4.translate(tf, tf, [0, 0, moveSpeed * dt]);
if (dirStates[dir.down]) mat4.translate(tf, tf, [0, 0, -moveSpeed * dt]);
if (dirStates[dir.left])
if (shiftKey) mat4.rotate(tf, tf, -turnSpeed * dt, [0, 1, 0]);
else mat4.translate(tf, tf, [moveSpeed * dt, 0, 0]);
if (dirStates[dir.right])
if (shiftKey) mat4.rotate(tf, tf, turnSpeed * dt, [0, 1, 0]);
else mat4.translate(tf, tf, [-moveSpeed * dt, 0, 0]);
mat4.multiply(viewMtx, tf, viewMtx);
//console.log('---');
//console.log(projMtx);
//console.log(viewMtx);
mat4.multiply(viewProjMtx, projMtx, viewMtx);
//console.log(viewProjMtx);
n.beginPath();
n.rect(0, 0, c.width, c.height);
n.closePath();
n.fillStyle = '#000';
n.fill();
n.fillStyle = '#fff';
var v = vec4.create();
for (var i = 0; i < stars.length; i++) {
var star = stars[i];
vec4.transformMat4(v, star.AsVector(), viewProjMtx);
if (v[3] < 0) continue;
var d = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] /= v[3];
v[1] /= v[3];
v[2] /= v[3];
//v[3] /= v[3];
var x = (v[0] * 0.5 + 0.5) * c.width;
var y = (v[1] * 0.5 + 0.5) * c.height;
// Compute a visual size...
// This assumes all stars are the same size.
// It also doesn't scale with canvas size well -- we'd have to take more into account.
var s = 300 / d;
n.beginPath();
n.arc(x, y, s, 0, Math.PI * 2);
//n.rect(x, y, s, s);
n.closePath();
n.fill();
}
window.requestAnimationFrame(loop);
}
loop();
function keyToDir(evt) {
var d = -1;
if (evt.keyCode === 38) d = dir.up
else if (evt.keyCode === 37) d = dir.left;
else if (evt.keyCode === 39) d = dir.right;
else if (evt.keyCode === 40) d = dir.down;
return d;
}
window.onkeydown = function(evt) {
var d = keyToDir(evt);
if (d >= 0) dirStates[d] = true;
if (evt.keyCode === 16) shiftKey = true;
}
window.onkeyup = function(evt) {
var d = keyToDir(evt);
if (d >= 0) dirStates[d] = false;
if (evt.keyCode === 16) shiftKey = false;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/gl-matrix/2.3.1/gl-matrix-min.js"></script>
<div>Click in this pane. Use up/down/left/right, hold shift + left/right to rotate.</div>
<canvas id="c" width="500" height="500"></canvas>
Update 2
Alain Jacomet Forte asked:
What is your recommended method of creating general purpose 3d and if you would recommend working at the matrices level or not, specifically perhaps to this particular scenario.
Regarding matrices: If you're writing an engine from scratch on any platform, then you're unavoidably going to end up working with matrices since they help generalize the basic 3D mathematics. Even if you use OpenGL/WebGL or Direct3D you're still going to end up making a view and projection matrix and additional matrices for more sophisticated purposes. (Handling normal maps, aligning world objects, skinning, etc...)
Regarding a method of creating general purpose 3d... Don't. It will run slow, and it won't be performant without a lot of work. Rely on a hardware-accelerated library to do the heavy lifting. Creating limited 3D engines for specific projects is fun and instructive (e.g. I want a cool animation on my webpage), but when it comes to putting the pixels on the screen for anything serious, you want hardware to handle that as much as you can for performance purposes.
Sadly, the web has no great standard for that yet, but it is coming in WebGL -- learn WebGL, use WebGL. It runs great and works well when it's supported. (You can, however, get away with an awful lot just using CSS 3D transforms and Javascript.)
If you're doing desktop programming, I highly recommend OpenGL via SDL (I'm not sold on SFML yet) -- it's cross-platform and well supported.
If you're programming mobile phones, OpenGL ES is pretty much your only choice (other than a dog-slow software renderer).
If you want to get stuff done rather than writing your own engine from scratch, the defacto for the web is Three.js (which I find effective but mediocre). If you want a full game engine, there's some free options these days, the main commercial ones being Unity and Unreal. Irrlicht has been around a long time -- never had a chance to use it, though, but I hear it's good.
But if you want to make all the 3D stuff from scratch... I always found how the software renderer in Quake was made a pretty good case study. Some of that can be found here.
You are resetting the stars 2d position each frame, then moving the stars (depending on how much time and speed of each star) - this is a bad way to achieve your goal. As you discovered, it gets very complex when you try to extend this solution to more scenarios.
A better way would be to set the stars 3d location only once (at initialization) then move a "camera" each frame (depending on time). When you want to render the 2d image you then calculate the stars location on screen. The location on screen depends on the stars 3d location and the current camera location.
This will allow you to move the camera (in any direction), rotate the camera (to any angle) and render the correct stars position AND keep your sanity.

aligning n-circels on a circle > no overlapping

for a data visualization im aligning n-circels on a circle.
That just works fine - but i dont't know how to stop the circles
overlapping each other. Anybody here knows howto?
The result should work like this sketch:
Link: http://www.xup.to/dl,79345003/sketch.jpg
So i dont know how to calculate the angle for the second node
- based on the radius an position of the first node - and the
radius of the second ...
JSFIDDLE to show what i mean: http://jsfiddle.net/0z9hyvxk/
var canvas = document.getElementById("canvas");
var stage = new createjs.Stage(canvas);
canvas.width = 500;
canvas.height = 500;
var midx = 250;
var midy = 250;
var radius = 200;
var angle = 0;
var count = 30;
var step = 2 * Math.PI / count;
var xpos;
var ypos;
var nodeSize;
var node = function(size){
var dot = new createjs.Shape();
dot.graphics.beginFill("#000").drawCircle(0, 0, size);
dot.x = dot.y = -5;
dot.alpha = .25;
return dot
};
for(var i = 0; i<count; i++)
{
xpos = radius * Math.cos(angle) + midx;
ypos = radius * Math.sin(angle) + midx;
nodeSize = i;
var n = new node(nodeSize);
n.x = xpos;
n.y = ypos;
stage.addChild(n)
angle += step;
}
stage.update();
thanks in advance
simon
Your program does not make corrections based on circle sizes and angle. Smaller circles are too far from each other, bigger ones are too close.
r1 = radius of the n-th small circle
r2 = radius of the (n+1)-th small circle.
r3 = radius of the (n+2)-th small circle
r1<r2<3, so angle between 1 and 2 is smaller than between 2 and 3.
Try to tangentially increase angle correction. I can't test code at work :(

What is this particle system position bug?

This particle cloud of sprites should sit to the right of the x-axis and above the y-axis. However, as you can see in this fiddle it mystifyingly hangs just below the y-axis and despite all my editing and rearranging and can't figure out what's going on here. I'd appreciate a fresh pair of eyes to help me out. Thanks!
Here is the basis for my math in the elliptical cloud.
function pointInEllipticalCloud(radiusA, radiusB, pZ) {
var pX = Math.random() * (radiusA * 2);
var rightBisector = Math.abs( radiusA - pX );
var chord = (2 * radiusB) * Math.sqrt(1 - Math.pow((rightBisector / radiusA), 2));
var pY = (Math.random() * chord) + ((radiusB - chord) / 2);
return new THREE.Vector3(pX, pY, pZ);
}
var pZ = 1;
var particleGroup = new THREE.Object3D();
for( var i = 0; i < 300; i++ ) {
var radiusA = 200;
var radiusB = 50;
var particle = new THREE.Sprite( spriteMaterial );
particle.scale.set( 20, 20, 1 );
var spritePoint = pointInEllipticalCloud(radiusA, radiusB, pZ);
// *** Why the resulting form hanging below the y axis?
particle.position = spritePoint ;
particleGroup.add( particle );
pZ += 0.1;
}
particleGroup.position.set(0,0,0);
scene.add( particleGroup );
Ah! Found it. The bug was in part of the calculation for pointInEllipticalCloud(). pY should instead equal this:
var pY = (Math.random() * chord) + (((radiusB * 2) - chord) / 2);
...where radiusB is multiplied by two to make it the vertical diameter of the ellipse.

Converting World coordinates to Screen coordinates in Three.js using Projection

There are several excellent stack questions (1, 2) about unprojecting in Three.js, that is how to convert (x,y) mouse coordinates in the browser to the (x,y,z) coordinates in Three.js canvas space. Mostly they follow this pattern:
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 );
I have been attempting to do the reverse - instead of going from "screen to world" space, to go from "world to screen" space. If I know the position of the object in Three.js, how do I determine its position on the screen?
There does not seem to be any published solution to this problem. Another question about this just showed up on Stack, but the author claims to have solved the problem with a function that is not working for me. Their solution does not use a projected Ray, and I am pretty sure that since 2D to 3D uses unprojectVector(), that the 3D to 2D solution will require projectVector().
There is also this issue opened on Github.
Any help is appreciated.
Try with this:
var width = 640, height = 480;
var widthHalf = width / 2, heightHalf = height / 2;
var vector = new THREE.Vector3();
var projector = new THREE.Projector();
projector.projectVector( vector.setFromMatrixPosition( object.matrixWorld ), camera );
vector.x = ( vector.x * widthHalf ) + widthHalf;
vector.y = - ( vector.y * heightHalf ) + heightHalf;
For modern Three.js (r75), a vector can be projected onto the screen with:
var width = window.innerWidth, height = window.innerHeight;
var widthHalf = width / 2, heightHalf = height / 2;
var pos = object.position.clone();
pos.project(camera);
pos.x = ( pos.x * widthHalf ) + widthHalf;
pos.y = - ( pos.y * heightHalf ) + heightHalf;
For everyone getting deprecated or warnings logs, the accepted answer is for older Three.js versions. Now it's even easier with:
let pos = new THREE.Vector3();
pos = pos.setFromMatrixPosition(object.matrixWorld);
pos.project(camera);
let widthHalf = canvasWidth / 2;
let heightHalf = canvasHeight / 2;
pos.x = (pos.x * widthHalf) + widthHalf;
pos.y = - (pos.y * heightHalf) + heightHalf;
pos.z = 0;
console.log(pos);
None of these answers worked for me but they were very close, so I investigated a little bit more and combining some code from those answers plus this article I was able to make it work with the following snippet
const vector = new THREE.Vector3();
const canvas = renderer.domElement; // `renderer` is a THREE.WebGLRenderer
obj.updateMatrixWorld(); // `obj´ is a THREE.Object3D
vector.setFromMatrixPosition(obj.matrixWorld);
vector.project(camera); // `camera` is a THREE.PerspectiveCamera
const x = Math.round((0.5 + vector.x / 2) * (canvas.width / window.devicePixelRatio));
const y = Math.round((0.5 - vector.y / 2) * (canvas.height / window.devicePixelRatio));

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