Getting mouse coordinates to camera coordinates

I am trying to create move a circle that was created in 2d coordinate plane and move it with my cursor while viewing from a camera angle. I know this question has been asked a few times but I have still not been able to get anything to work.

The code I am trying to use is this:

    ofVec3f myvectortest;
    ofVec3f myvectortest2;
    myvectortest = camera.worldToScreen(myVecBlack[0]);
    myvectortest2.set(mouseX,mouseY,0);
    test = myvectortest.distance(myvectortest2);`

From what I have found this should work but I’m sure I am missing something because none of the other people seem to take a similar approach.

Currently, I am just trying to measure the distance to the vector defined in the myVecBlack array for verification that things are working.

Although I am still unsure why my original code does not work I have started taking another approach but it also is not working right.

ofVec3f GetOGLPos(int x, int y)
{
    /*
    glEnable( GL_DEPTH_TEST );
    glDepthMask(1);
    glDepthFunc( GL_LEQUAL );
    */
    GLint viewport[4];
    GLdouble modelview[16];
    GLdouble projection[16];
    GLfloat winX, winY, winZ;
    GLdouble posX, posY, posZ;

    glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
    glGetDoublev( GL_PROJECTION_MATRIX, projection );
    glGetIntegerv( GL_VIEWPORT, viewport );

    winX = (float)x;
    winY = (float)viewport[3] - (float)y;
    glReadPixels( x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );

    gluProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);

    return ofVec3f(posX, posY, posZ);
}

and then in the update to test it out

`camera.begin();
    Mouse.set(mouseX,mouseY);
    ofVec3f testvec;
    otherVector = GetOGLPos(myNodeBlack[0].getX(),myNodeBlack[0].getY());

camera.end();
test = ofDist(mouseX,mouseY,otherVector.x,otherVector.y);
`

I think my issue is that it is not referencing my camera viewing angle but I don’t really know it seems like it should be.