VERY NICE!!!!, Eventually what approach used for translating the camera ?

On Fri, Jul 16, 2010 at 3:20 PM, Darcey Lloyd <[email protected]>wrote:

> 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]
>>
>>
>


-- 
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]

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