Hi there, I'm experimenting with camera movements lately, and basically I'm trying to apply to my camera several rotations at a time, around x and y axes using trig formulas.My aim is to make the camera rotate around a sphere (very basic). My result is quite good except for some things. First when applying some "extreme" values (such as 180° or 360°) I get a weird result, with the camera flipping brutally. Then, I have a matter with the camera.z, actually I don't know which value to apply it so the camera sticks to its rotation axis (or at least so I can get some best control over the camera.z).
I know I could use the HoverCamera but I don"t want to, as I want to understand the mechanisms of movement, and I want to apply my own tweenings and easing to my camera. I also tryied to adapt the HoverCamera formulas, but I might have not got something in it as the result is not really convincing. For now my code is the following (based on matrix calculation): _rx.rotationMatrix (1, 0, 0, degreesToRadians (angleX + .001)); _ry.rotationMatrix (0, 1, 0, degreesToRadians (angleY + .001)); _rotation.multiply (_rx, _ry); _num.matrix2euler (_rotation); _cam.x = _num.x * -_radius; _cam.y = _num.y * -_radius; the camera is a TargetCamera targeting a ObjectContainer3D placed in (0,0,0) _radius is the distance I want the camera to stay while rotating _rx, _ry and _rotation are my matrix what am I missing/doing wrong? cheers
