Reputation: 3746
Hi have a component that moves an object from its position into scene to a position in front of the camera.
This works fine if the camera has not been rotated, but I can't get it to account for the camera rotation when it has been rotated.
//Copy the initial datas
this._initialPosition = this._threeElement.position.clone()
this._initialQuaternion = this._threeElement.quaternion.clone()
//Convert fov + reduce it
let fovInRad = AFRAME.THREE.Math.degToRad(this._cameraEntity.fov)/2
let ratio=window.innerWidth/window.innerHeight //Assuming the FOV is vertical
let pLocal,cPos
let sizeY = this._size.y
let sizeX = this._size.x
let sizeZ = this._size.z
sizeX*=this._threeElement.scale.x
sizeY*=this._threeElement.scale.y
sizeZ*=this._threeElement.scale.x
const uSpace= 0.8
sizeY/=2;sizeX/=2
sizeY*=uSpace;sizeX*=uSpace
let tanFov = Math.tan(fovInRad)
let distY = sizeY/tanFov
let distX = ((sizeX/(ratio*tanFov)) < distY) ? distY : sizeX/(ratio*tanFov)
pLocal = new AFRAME.THREE.Vector3(0, 0, -(distX + sizeZ))
cPos = this._cameraEntity.position.clone()
cPos.y += 1.6
this._targetPosition = pLocal.applyMatrix4(this._cameraEntity.matrixWorld.clone())
this._threeElement.parent.worldToLocal(this._targetPosition)
let targetLook = cPos.applyMatrix4(this._cameraEntity.matrixWorld.clone())
this._threeElement.parent.worldToLocal(targetLook)
this._threeElement.position.copy(this._targetPosition)
this._threeElement.lookAt(targetLook)
this._targetQuaternion = this._threeElement.quaternion.clone()
The issue seems to be when I apply the matrix of the camera.
Any idea how to find this target position relative to where the camera is facing
Upvotes: 0
Views: 83
Reputation: 5036
New three.vector3(0,0,-camera.near).applyQuaternion(camera.quaternion).add(camera.position)
Upvotes: 1