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!

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