Thanks for sharing ,man! :))

On Wed, Dec 8, 2010 at 5:53 PM, Kris Meister <[email protected]> wrote:

>
> 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.
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
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