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

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