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 <[email protected]> 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 > <[email protected]>wrote: > > > > > > > > > One question - what is the N2V in the code? > > > Thanks! > > > On Apr 8, 3:09 pm, Bob Warfield <[email protected]> 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 < > > [email protected]>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!
