Dang my bad, every time i said PAN limit of HoverCamera3d in the
message above, I meant to say TILT limit of HoverCamera3d.
So much for good SEO. :-(

On Dec 8, 10:43 am, Kris Meister <[email protected]> wrote:
> Hey All,
>
> I had a specific situation where I needed to pan the hovercamera
> without a limit. The current HoverCamera3d built into away3d has a pan
> limit of 90 and -90, as past those limits the model would flip in a
> bizarre manner.
>
> The key method was to detect if the camera had flipped around to the
> oppiste side:
>
>                 public function isflipped():Boolean{
>                         var normalTilt:Number = 
> Math.abs(_currentTiltAngle)%360;
>                         return (normalTilt >= 90 && normalTilt <= 270);
>                 }
>
> then also to set the Matrix3d orientation of the camera accordingly:
>
>                 arcane override function update():void
>                 {
>                         var orientation : Vector3D = (isflipped())? new 
> Vector3D(0,1, 0) :
> new Vector3D(0, -1, 0);
>                         if (target != null){
>                                 
> lookAt(target.transform.matrix3D.position,orientation);
>                         }
>                         super.update();
>                 }
>
> Anyway here is the example:http://dev.aliencom.net/away3d/hovercameraflip/
>
> and here is the 
> source:http://dev.aliencom.net/away3d/hovercameraflip/source.zip
>
> My trig isn't strong so it took me a while to figure out how to fix,
> so I hope it helps someone else save time.

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