After stumbling upon this Stack Overflow post, I came across a function that caught my attention. The function, which allows for the conversion of a point in 3D space to a pixel position on the screen, is provided below for easy reference.
function toScreenPosition(obj, camera)
{
var vector = new THREE.Vector3();
var widthHalf = 0.5*renderer.context.canvas.width;
var heightHalf = 0.5*renderer.context.canvas.height;
obj.updateMatrixWorld();
vector.setFromMatrixPosition(obj.matrixWorld);
vector.project(camera);
vector.x = ( vector.x * widthHalf ) + widthHalf;
vector.y = - ( vector.y * heightHalf ) + heightHalf;
return {
x: vector.x,
y: vector.y
};
};
Upon closer inspection, I noticed that the value of vector.z
after projection using vector.project(camera)
is not actually 0. In my scenario, vector.z
hovers around 0.8, although this may not be universally applicable.
This discovery led me to ponder the significance of vector.z
. What exactly does this value represent in the context of the conversion process?