Haha.. I thought maybe you wanted to see the ship turn left/right so I
figured you would come to that conclusion if you wanted it to turn on the Z
also.

Glad you are happy.

-Pete

On Wed, Jul 15, 2009 at 12:44 PM, maltech <[email protected]> wrote:

> FIXED
>
> And because I dont like just saying that and rubbing it in other
> people with the same problems face, all I had to do to fix it was add
>
> view.camera.rotationZ=figher.rotationZ;
>
> to the lines.
>
> On Jul 15, 12:32 pm, maltech <[email protected]> wrote:
> > Here is my whole code so you may be able to better see what is wrong.
> > Maybe you can tell me by this why the camera will not go into a
> > container.
> >
> >                 private var texture:Class;
> >                 private var cam:Camera3D;
> >                 private var lastKey:uint;
> >                 private var keyIsDown:Boolean = false;
> >                 private var view:View3D;
> >                 private var player:ObjectContainer3D;
> >                 private var plane:Plane;
> >                 private var hero:Sphere;
> >                 private var sphere:Sphere;
> >                 private var fighter:Object3DLoader;
> >
> >                 public function World()
> >          {
> >                         // create a basic camera
> >                         cam = new Camera3D();
> >                         view = new View3D({x:250,y:200});
> >                         addChild(view);
> >                         view.camera = cam;
> >                         fighter = new
> Object3DLoader(Max3DS.load("spaceship.3DS",
> >                         { material:"red#black", name:"fighter",
> scaling:1, y:0, x:0, z:0,
> >                         rotationX:-90, loadersize:300}));
> >                         view.scene.addChild(fighter);
> >                         view.render();
> >
> >                         // create a temporary container-sprite to add
> stars into
> >                         var mc:Sprite = new Sprite();
> >                 mc.graphics.beginFill(0);
> >                 mc.graphics.drawRect(0,0,2048,2048);
> >                 mc.graphics.endFill();
> >                         // add 2000 star-sprites to the container
> >                         var s:Sprite, r:Number;
> >                         for( var i:uint=0; i<2000; i++ )
> >                         {
> >                 r = Math.random()*Math.random();
> >                 s = new Sprite();
> >                 s.graphics.beginFill(0xFFFFFF,0.9);
> >                 s.graphics.drawCircle(0,0,r);
> >                 s.graphics.endFill();
> >                 s.x = r + (mc.width - 2*r)*Math.random();
> >                 s.y = r + (mc.height - 2*r)*Math.random();
> >                 mc.addChild(s);
> >                         }
> >
> >                 // render the container-sprite to a bitmap
> >                 var bmd:BitmapData = new BitmapData(mc.width, mc.height,
> false, 0);
> >         bmd.draw(mc);
> >                 // create a 2x2 tiled material from the bitmap
> >                 var mat:TransformBitmapMaterial = new
> TransformBitmapMaterial(bmd, {
> >         smooth: true, precision:0,
> >         repeat: true, scaleX: 0.5, scaleY: 0.5 });
> >                 // create a skybox using that material on all 6 sides
> >                 var box:Skybox = new Skybox( mat,mat,mat,mat,mat,mat );
> >                 // and finally add it to the scene
> >                 view.scene.addChild(box);
> >
> >
> this.stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDown);
> >
> this.stage.addEventListener(KeyboardEvent.KEY_UP,keyUp);
> >
> this.addEventListener(Event.ENTER_FRAME,onEnterFrame);
> >
> >                 }
> >                 private function onEnterFrame(e:Event):void
> >                 {
> >                         if(keyIsDown){
> >                                         // if the key is still pressed,
> just keep on moving
> >                                         switch(lastKey){
> >                                                 case 87
>       : fighter.moveForward(10); break;
> >                                                 case 83
>       : fighter.moveBackward(-5); break;
> >                                                 case 65
>       : fighter.roll(10); break;
> >                                                 case 68
>       : fighter.roll(-10); break;
> >                                                 case Keyboard.UP        :
> fighter.pitch(10); break;
> >                                                 case Keyboard.DOWN      :
> fighter.pitch(-10); break;
> >                                                 case Keyboard.RIGHT :
> fighter.yaw(10); break;
> >                                                 case Keyboard.LEFT  :
> fighter.yaw(-10); break;
> >                                         }
> >                                 }
> >
> view.camera.moveTo(fighter.x,fighter.y,fighter.z);
> >                         view.camera.rotationY=fighter.rotationY;
> >                         view.camera.rotationX=fighter.rotationX;
> >                         view.camera.moveBackward(25);// or some other
> number;
> >                         view.render();
> >                 }
> >                 private function keyDown(e:KeyboardEvent):void
> >                 {
> >                         lastKey = e.keyCode;
> >                         keyIsDown = true;
> >                 }
> >                 private function keyUp(e:KeyboardEvent):void
> >                 {
> >                         keyIsDown = false;
> >                 }
> >         }
> >
> > On Jul 15, 12:13 pm, desgraci <[email protected]> wrote:
> >
> > > i remind u that this is based in the naivgation systema made by rob in
> > > the frustrum demo
>



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