I've written for my project the following function; it receives an THREE.Object3D
instance and a camera as a parameters and returns the position on the screen.
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
};
};
Then I created a THREE.Object3D
just to hold the div position (it's attached to a mesh in the scene) and when needed it can easily converted to screen position using the toScreenPosition
function and it updates the coordinates of the div element.
var proj = toScreenPosition(divObj, camera);
divElem.style.left = proj.x + 'px';
divElem.style.top = proj.y + 'px';
Here a fiddle with a demo.
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