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Three.js Cookbook

You're reading from   Three.js Cookbook Over 80 shortcuts, solutions, and recipes that allow you to create the most stunning visualizations and 3D scenes using the Three.js library

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Product type Paperback
Published in Jan 2015
Publisher Packt
ISBN-13 9781783981182
Length 300 pages
Edition 1st Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (15) Chapters Close

Three.js Cookbook
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started FREE CHAPTER 2. Geometries and Meshes 3. Working with the Camera 4. Materials and Textures 5. Lights and Custom Shaders 6. Point Clouds and Postprocessing 7. Animation and Physics Index

Converting world coordinates to screen coordinates


If you are creating a game that provides a 2D interface on top of a 3D world, for instance, as shown in the Creating a 2D overlay recipe, you might want to know how the 3D coordinates map to your 2D overlay. If you know the 2D coordinates, you can add all kinds of visual effects to the 2D overlay, such as tracking the code or letting the 2D overlay interact with the objects in the 3D scene.

Getting ready

You don't need to perform any steps to get ready for this recipe. In this recipe, we can use the THREE.Projector object available in Three.js to determine the correct coordinates. You can view the result from this recipe in action by opening 03.07-convert-world-coordintate-to-screen-coordinates.html in your browser as shown in the following screenshot:

The box appears at random positions when you open this example. When you click on the calculateScreenCoordinate button in the menu in the top-right section, the x and y coordinates of the center...

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