There's a very simple and basic easing equation that works on almost
anything, and also works great with mouse input:

currentValue += (targetValue - currentValue) * easeSpeed

On every frame, you calculate  - for example - the target rotation-
angle of your object depending on mouse position. Then you run it
through this equation, where easeSpeed = 1 is no easing, and 0.01 is
very slow easing (must be a number between 0 and 1).

Here I'm using this formula on camera rotation:

var targetRotationY:Number = ((stage.mouseX / stage.stageWidth) - 0.5)
* 360;
view.camera.rotationY += (targetRotationY- view.camera.rotationY) *
0.06;

Does this make sense ;) ?

On Apr 13, 9:52 pm, Stephen Hopkins <[email protected]> wrote:
> I usually refer to this website when I need 
> easing.http://www.gizma.com/easing/
>
> For spinning an object with the mouse, you can try adding some
> acceleration to the rotation based on how the mouse moved since the
> last frame and deacceleration when the mouse lets go. Can have a
> initial speed and max speed.
>
> On Apr 13, 9:58 am, colouredfunk <[email protected]> wrote:
>
>
>
>
>
>
>
> > Hi,
>
> > I’ve been using HoverCamera3D to rotate round an object, but instead
> > of rotating  the camera around the object I need to rotate the object
> > when the user clicks the mouse..
>
> > I had a nice bit of code that rotated the camera with a nice amount of
> > easing on, that reacted nicely to the speed you moved the mouse.. I’ve
> > tried to adapted it to for spinning the object but it’s not really
> > work..
>
> > Has anyone got any good examples?
>
> > Many thanks

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