屏幕坐标转世界坐标:
let pX = (screenPoint.x / this.scene.renderer.domElement.clientWidth) * 2 - 1; let pY = - (screenPoint.y / this.scene.renderer.domElement.clientHeight) * 2 + 1;
//通过调用Vector3的unproject()方法(只有vector3能使用)
//注:pX, pY介于 -1 到1之间
let p = new THREE.Vector3(pX, pY, -1).unproject(this.scene.camera) return new THREE.Vector2(p.x,p.y);
世界坐标转屏幕坐标
let projector = new THREE.Projector(); let world_vector = new THREE.Vector3(0,0,1); let vector = world_vector.project(this.camera); let halfWidth = window.innerWidth / 2, halfHeight = window.innerHeight / 2; return { x: Math.round(vector.x * halfWidth + halfWidth), y: Math.round(-vector.y * halfHeight + halfHeight) };