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]
