透视投影的转换正常,改成正交就不可以了,看了下代码,因为转换后的z值得问题,这个z的为什么要这样判断 z1
__proto.worldToViewportPoint=function(position,out){
Matrix4x4.multiply(this._projectionMatrix,this._viewMatrix,this._projectionViewMatrix);
this.viewport.project(position,this._projectionViewMatrix,out);
var outE=out.elements;
if (out.z < 0.0 || out.z > 1.0){
outE[0]=outE[1]=outE[2]=NaN;
}else {
outE[0]=outE[0] / Laya.stage.clientScaleX;
outE[1]=outE[1] / Laya.stage.clientScaleY;
}
}