worldToScreen method
Maps a world-space point to its position inside a view (logical pixels, origin top-left), the forward counterpart of screenPointToRay.
Returns null when worldPoint is at or behind the camera plane, where
it has no on-screen projection. Points outside the view bounds still
return a position (negative, or beyond viewSize); callers decide
whether to clamp or cull. viewSize is the view's logical size (the
constraints SceneView renders into).
Implementation
ui.Offset? worldToScreen(Vector3 worldPoint, ui.Size viewSize) {
final uv = projectToScreenUv(worldPoint, viewSize);
if (uv == null) {
return null;
}
return ui.Offset(uv.x * viewSize.width, uv.y * viewSize.height);
}