Hey Li Would be best to stick to the extended camera classes on the outside, but i see no reason why you can't have seaparate controller classes being called on the inside, that could potentially be used elsewhere. I don't think the camera class should be tied to input tho - this is something that should remain up to the user
Rob On Mon, Mar 7, 2011 at 8:30 PM, Li <[email protected]> wrote: > Yes, it would be nice to have a bunch of camera controller types like > orbital camera, fps camera, fly camera, etc... > > Should these extend Camera3D? > > I often use an orbital camera controller I made which has 3 classes. The > innermost class controls allows you to set the camera position instantly > from spherical coordinates. The next one wraps that class to do the same but > with easing, and the outermost wraps the second one to do the same but with > mouse and keyboard input. > > This brings up a problem. The camera extending classes would need to have a > reference to the stage or a sprite on the display list to capture mouse and > keyboard input. Should we include the capture part in these classes or not? > > Li > -- Rob Bateman Flash Development & Consultancy [email protected] www.infiniteturtles.co.uk www.away3d.com
