This was answered here:
http://groups.google.com/group/away3d-dev/browse_thread/thread/63bf75f87501c3fa

Solution 1 (faster):
var camDirVector : Number3D = new Number3D(camera.transform.sxz,
camera.transform.syz, camera.transform.szz);
pos.x = cam.x + camDirVector.x*100;
pos.y = cam.y + camDirVector.y*100;
pos.z = cam.z + camDirVector.z*100;

Solution 2:
pos = new Number3D();
tgt = new Number3D(0, 0, 100);
pos.transform(tgt, camera.transform);

On Aug 11, 3:36 pm, Flyon <[email protected]> wrote:
> Hi guys,
>
> I've just started working with away3d and am getting quite exited!
>
> I'm now looking to build a new camera, that hovers around a target,
> but always rotates around it's local x and y axis, so that there is no
> up or down in this world.
> To decide where the camera moves on mouse input, I would use pitch and
> yaw first, and then change the location so that the camera is looking
> at the target.
>
> My question is this: after using pitch and yaw, how do I calculate the
> coordinates of the point right in front of the camera at say a
> distance of 100? In other words, is there any way to get the vector of
> my 'looking direction' ?

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