javascript - Three.js rotate vector and screen edge detection -
i have vector i'm trying keep length rotate 90deg on colliding screen edge, gives me weird out effect… don't know can doing worn happens when try apply matrix , euler transform… screen detection, have okj detecting on , off screen, handy know if it's bottom, top, righ or left edge… clues? thanks!
var direction = new three.vector3(-0.2, -0.2, 0); var = new three.euler( (math.pi/2), 0, 0, 'xyz' ); direction.applyeuler(a);
for collision; i'm using following:
camera.updatematrixworld(); // make sure camera matrix updated camera.matrixworldinverse.getinverse( camera.matrixworld ); cameraviewprojectionmatrix.multiplymatrices( camera.projectionmatrix, camera.matrixworldinverse ); frustum.setfrommatrix( cameraviewprojectionmatrix ); console.log(frustum.intersectsobject(textmesh));
i removed line reversed camera projection matrix.
the screen edges became object "outside" view, whom objects can actively collide.
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