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
>

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