k! On Mon, Mar 14, 2011 at 3:31 PM, Rob Bateman <[email protected]> wrote:
> 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 >
