Exploring the concept of unprojection in three.js

Check out this jsfiddle example of what I am trying to achieve - seeing a 3D object drawn exactly behind the cursor as it moves across the screen.

http://jsfiddle.net/ksRyQ/3551/

unp = p.unprojectVector(new THREE.Vector3(  mx - (window.innerWidth/2), (window.innerHeight/2)-my, 0), camera)
//console.log(unp)
cur.position.x = unp.x;
cur.position.y = unp.y;
cur.position.z = unp.z/10; // dunno how to draw object with unp.z - it's too far and invisible

Why is the sphere appearing in a different location than expected? What adjustments need to be made for accurate positioning?

Answer №1

Projector.unprojectVector() transitions from NDC space to world space, not following a linear path. If the z-coordinate of the point being projected is 1, the projected point will end up on the back-plane of the camera's frustum. Therefore, it is advisable to use a value slightly less than 1, such as 0.999.

Below is the recommended pattern for this operation:

vector.set( ( mx / window.innerWidth ) * 2 - 1, - ( my / window.innerHeight ) * 2 + 1, 0.999 );

p.unprojectVector( vector, camera );

cur.position.copy( vector );

If you wish to have more influence over the z-component of the projected point, you have the option to choose any point along the line segment connecting the camera position and the previously calculated projected point.

Experiment with the concept in this Fiddle: http://jsfiddle.net/ksRyQ/3566/

Implemented using three.js r.63

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