This caused me problems too when recompiling existing scripts.  If I
understand correctly, the proper way to use HoverCamera3D now is:

* Set the target property to an Object3D that the camera should point
to.
* Set distance property.
* Set tiltAngle and panAngle properties as the destination tilt/pan
angles.
* Call hover(false) every frame to move the camera smoothly towards
its destination (default).
* Call hover(true) to make the camera jump to the destination
immediately.

The current pan & tilt angles are now private so you can't directly
read what they are as the camera moves itself.

I have a few requests for features:
1. Make current pan & tilt angles not private (or add getters for
them ) so you read what they are as the camera moves itself.
2. Allow the target to be set as a Number3D rather than having to
create an Object3D.
3. Enable a camera roll angle settable property (rotation on the
camera's pointing direction axis).

But perhaps there are already techniques for doing these things?

Ralph


On Mar 14, 7:27 am, sascha <[email protected]> wrote:
> Ah thanks got it figured out now. Good to see that Away3D finally went
> camelCase *cough*. ;)
>
> On Mar 14, 8:13 pm, Fabrice3D <[email protected]> wrote:
>
> > Just replace all target[angle] by cam.tiltAngle or panAngle.
> > All propnames are now camelCased.
>
> > Sent from an iPhone without Flash
>
> > On Mar 14, 2010, at 10:06, sascha <[email protected]> wrote:
>
> > > I saw these properties don't exist anymore in the recent build. What
> > > am I supposed to use instead now to move around with a HoverCamera?
>
> > > I've used an enterFrame loop like this before:
>
> > > private function onEnterFrame(event:Event):void
> > > {
> > >    if (move)
> > >    {
> > >        camera.targetpanangle = 0.3 * (stage.mouseX - lastMouseX) +
> > > lastPanAngle;
> > >        camera.targettiltangle = 0.3 * (stage.mouseY - lastMouseY) +
> > > lastTiltAngle;
> > >    }
>
> > >    camera.hover();
> > >    view.render();
> > > }
>
>

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