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' ?
