You can't get a full FPS camera because of the way flash is and the mouse
acts. In Flash, once you get to the most right of the game/stage, the mouse
is offstage. Where as in a FPS, you can keep moving the mouse to the right
infinitely.

To get a simple one started, you can try something like this:

view.camera.moveTo(0,0,0);///your XYZ of player
view.camera.rotationY=mouseX/2;//play with this number
view.camera.rotationX=35-(mouseY/10);//play with this number
view.camera.moveBackward(200);//if you want it to be a bit behind the player

Let me know if it helps you a bit

-Pete


On Tue, Jul 21, 2009 at 9:26 AM, francesco <[email protected]> wrote:

>
> I everyone,
>
> is there a subclass of Camera3D that behaves like the ones in the FPS?
> I'd like the camera to keep its direction and orientation parallel to
> the ground level while looking around. Normally, after pitching down a
> bit, yawing right (or left) doesn't make the camera to describe a
> circle whose plane is parallel to the floor.
>
> I was trying to workaround this problem by first looking down
> (emulating the pitch but without actually rotating the camera), and
> then applying a rotation to the left or to the right to complete the
> movement. In this way, the rotation would affect direction and
> orientation of the camera that are untouched by the "pitch".
>
> I hope you'll understand my bad english! :)
>
> Thank you in advance!




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