Thanks.
That make sense.

On Nov 23, 10:57 am, "Rob Bateman" <[EMAIL PROTECTED]> wrote:
> hovercamera3d takes control of all positional and rotational data of the
> camera. If you need a camera to do something different, you are better off
> starting with Camera3d and taking what you want from the code of
> hovercamera3d. For example, something like this:
>
> camera.moveTo(0, 12000*(1 + mouseY/stage.stageHeight), 0);
> camera.rotateTo(0, (view.y - mouseX)/2, 0);
> camera.moveBackward(18000 - mouseY*10);
> camera.lookAt(new Number3D());
>
> will still retain the horizontal rotation of the hovercamera3d, but leaving
> you to define what you want to do with the vertical offset of the camera. In
> this case, y is influenced by the mouseY property
>
> hth
>
> Rob
>
>
>
> On Sat, Nov 22, 2008 at 1:01 PM, zerodevice <[EMAIL PROTECTED]> wrote:
>
> > hi, i'm trying to do the camera to function like this website does.
> >http://ecodazoo.com/
>
> > here's my code but it doesn't work well.
>
> > //------------------------------------------------------------------------------------//
> > //Away3D Loop
> > function Away3DLoop(event:Event):void
> > {
> >  //Allow Mouse To Zoom And Rotate
> >  if (_rotCamera)
> >  {
> >     if (_firstClick == true)
> >     {
> >         _firstClick = false;
> >         _lastMouseX = view3D.mouseX;
> >         _lastMouseY = view3D.mouseY;
> >     }
> >     _dragX = (view3D.mouseX - _lastMouseX);
> >     _dragY = (view3D.mouseY - _lastMouseY);
> >     _lastMouseX = view3D.mouseX;
> >     _lastMouseY = view3D.mouseY;
> >     hoverCamera3D.targetpanangle += _dragX;
> >     hoverCamera3D.targettiltangle += _dragY;
>
> >     //This will work for the rotation around the object at 0,0,0
> >     hoverCamera3D.hover();
>
> >     //if i add this two lines below and take away the hover();
> > function it will allow to move up and down
> >     //hoverCamera3D.target.y+=_dragY;
> >     //hoverCamera3D.y+=_dragY;
>
> >     //but if i put the ".target.y", ".y", and ".hover" all together,
> > it will work really weird.
> >  }
>
> >  // rerender viewport on each frame
> >    view3D.render();
> > }
>
> > //------------------------------------------------------------------------------------//
>
> > any help would be a great deal.
>
> > thanks in advance.
>
> --
> Rob Bateman
> Flash Development & Consultancy
>
> [EMAIL PROTECTED]

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