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.
