Coordinates

Query where a local point ends up, after the current transform stack — in world space, or projected all the way to screen pixels.

3D renderer

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ModelX · ModelY · ModelZ

  • ModelX(x, y, z)
  • ModelY(x, y, z)
  • ModelZ(x, y, z) → float

The coordinate of (x, y, z) after applying the current model and camera transforms. Typical use: Translate()/RotateX/Y/Z() into position, call ModelX/Y/Z(0, 0, 0) to record that world position, then PopMatrix() and Translate() straight to it later — without repeating the whole rotation chain.

ScreenX · ScreenY · ScreenZ

  • ScreenX(x, y, z)
  • ScreenY(x, y, z)
  • ScreenZ(x, y, z) → float

Projects (x, y, z) all the way to screen space — ScreenX/ScreenY come back in pixels (same convention as MouseX/MouseY); ScreenZ comes back as normalized device depth in [0, 1] (0 at the near plane, 1 at the far plane) — DanaProcessing's own convention, since there's no PMatrix3D here to delegate to for Processing's exact screenZ() formula. A common use: anchor a 2D label (drawn with the plain 2D Text()) to a moving 3D object.