Here is the dev test so far:

http://www.allforthecode.co.uk/development/away3d/sphere_dev<http://www.allforthecode.co.uk/development/away3d/sphere_dev/index.html>

Still needs work but getting there, it now has:

- Rotation on drag - dead zone 40px on x and y
- Click rotate look at target using camera3D
- Click target sceneXYZ face normal for cube tween to location
- Owncanvas glow
- Sphere with transparent placement png for cloud rotation

nice little cpu killer, reload if the materials don't fully load, found this
to be a tad unpredictable.

Next up, put it all in a container, do the same with the container to allow
items added to the surface of the sphere to be rotated instead of just the
spheres... lol   I didn't think of this while building it doh :p


<http://www.allforthecode.co.uk/development/away3d/sphere_dev/index.html>

On 13 July 2010 10:57, Michael Iv <[email protected]> wrote:

> With some vector+ trig  magic you can manage it. I would draw a normal from
> the point of the sphere where clicked  then scale that point to the same
> distance as that of the camera from the sphere and then tween the camera to
> that position.Would not use HoverCamera though , just the regular one.
>
>
> On Tue, Jul 13, 2010 at 3:08 AM, Darcey Lloyd <[email protected]>wrote:
>
>> I am leaning towards getting rid of it also ;)
>>
>> I think I will just rotate the sphere on mouse click and drag which should
>> save any translation, easier & quicker.
>>
>> D
>>
>>
>>
>>
>> On 13 July 2010 00:53, Peter Kapelyan <[email protected]> wrote:
>>
>>> Super!
>>>
>>> Would I be a meanie if I said forget Hovercam? It's because I don't use
>>> it, and it's easy to get any working with the regular cam, plus it seems its
>>> giving you unneeded problems already.
>>>
>>> Maybe try the regular one? If you need help, let me know.
>>>
>>> -Pete
>>>
>>>
>>> On Mon, Jul 12, 2010 at 7:27 PM, Darcey Lloyd <[email protected]>wrote:
>>>
>>>> Nice one Peter, I didn't think of that lol... Had target objects created
>>>> from vertices, sceneX,Y,Z etc etc but didn't do that lol
>>>>
>>>> I have updated url using your suggestion... Just don't drag rotate the
>>>> sphere or it's chaos.
>>>>
>>>>
>>>> http://www.allforthecode.co.uk/development/away3d/lookat_point_on_sphere/
>>>>
>>>> <http://www.allforthecode.co.uk/development/away3d/lookat_point_on_sphere/>
>>>> Now to:
>>>>
>>>> 1. Work out if possible to prevent HoverCamera3D from zooming away from
>>>> the object when looking at the top or bottom.
>>>>
>>>> 2. Work out translation of click location with HoverCamera3D pan and
>>>> tilt angles.
>>>>
>>>> Thanks
>>>>
>>>> Darcey
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On 13 July 2010 00:01, Peter Kapelyan <[email protected]> wrote:
>>>>
>>>>> If you placed an object in the middle of the Sphere, and told that
>>>>> object to lookAt the position where you clicked, shouldn't that object 
>>>>> have
>>>>> the correct rotation? Not sure, but seems like it should work.
>>>>>
>>>>> -Pete
>>>>>
>>>>> On Mon, Jul 12, 2010 at 6:55 PM, Darcey Lloyd 
>>>>> <[email protected]>wrote:
>>>>>
>>>>>> Hi,
>>>>>>
>>>>>> I am trying to work out how to look at a point clicked on a sphere.
>>>>>>
>>>>>> Here is where I am at so far:
>>>>>>
>>>>>> http://www.allforthecode.co.uk/development/away3d/lookat_point_on_sphere/
>>>>>>
>>>>>> From what I gather I have two options:
>>>>>>
>>>>>> 1. Move the cameras position and look at an object created at the
>>>>>> point
>>>>>>
>>>>>> or
>>>>>>
>>>>>> 2. Rotate the sphere
>>>>>>
>>>>>>
>>>>>> The problems I am having are:
>>>>>>
>>>>>> 1. The HoverCamera3D appears to have its position locked it's x,y,z
>>>>>> cannot be modified.. or can it? I tried slapping TweenLite on its x,y,z
>>>>>> properties and nothing happened.
>>>>>>
>>>>>> 2. The HoverCamera3D tends to zoom out when looking at the top and
>>>>>> bottom of the sphere which makes me think the best way to do this would 
>>>>>> be
>>>>>> to rotate the sphere to prevent the object distance change.
>>>>>>
>>>>>> 3. Rotating the sphere using MouseEvent3D.sceneX,sceneY,sceneZ (the
>>>>>> point of click) to face the camera, I appear to be getting it look at 1 
>>>>>> side
>>>>>> of the sphere only.
>>>>>>
>>>>>> 4. I have also tried using some pythag to calculate the angle I need
>>>>>> to rotate the sphere to look at the camera but using sceneX,sceneY,sceneZ
>>>>>> doesn't appear to give me the values I need to work with? or do they?
>>>>>>
>>>>>>
>>>>>> Any ideas on the best way to find the angle I need to rotate a sphere
>>>>>> from it's click point? sceneX,sceneY,sceneZ to look at the camera?
>>>>>>
>>>>>> Any ideas on the best way to go about this?
>>>>>>
>>>>>>
>>>>>> Thanks
>>>>>>
>>>>>> Darcey
>>>>>>
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> ___________________
>>>>>
>>>>> Actionscript 3.0 Flash 3D Graphics Engine
>>>>>
>>>>> HTTP://AWAY3D.COM
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> ___________________
>>>
>>> Actionscript 3.0 Flash 3D Graphics Engine
>>>
>>> HTTP://AWAY3D.COM
>>>
>>
>>
>
>
> --
> Michael Ivanov ,Programmer
> Neurotech Solutions Ltd.
> Flex|Air |3D|Unity|
> www.neurotechresearch.com
> http://blog.alladvanced.net
> http://www.meetup.com/GO3D-Games-Opensource-3D/
> Tel:054-4962254
> [email protected]
> [email protected]
>
>

Reply via email to