I've attempted the following code but there is still a flip when passing -90 & 90.... Seems upAxis change from 0,1,0 to 0,-1,0 doesn't do anything? Bug? Code will be released for all once worked out.
private var upAxis:Vector3D; public function hover():void { if (tiltAngle != _currentTiltAngle || panAngle != _currentPanAngle) { _currentTiltAngle += (tiltAngle - _currentTiltAngle)/(steps + 1); _currentPanAngle += (panAngle - _currentPanAngle)/(steps + 1); } upAxis = (isflipped())? new Vector3D(0,-1,0) : new Vector3D(0,1,0); var gx:Number = target.x + distance*Math.sin(_currentPanAngle*toRADIANS)*Math.cos(_currentTiltAngle*toRADIANS); var gz:Number = target.z + distance*Math.cos(_currentPanAngle*toRADIANS)*Math.cos(_currentTiltAngle*toRADIANS); var gy:Number = target.y + distance*Math.sin(_currentTiltAngle*toRADIANS)*yfactor; var msg:String = ""; msg = "upAxis = " + upAxis; msg += " tiltAngle = " + Math.round(tiltAngle); msg += " panAngle = " + Math.round(panAngle); msg += " _currentTiltAngle = " + Math.round(_currentTiltAngle); msg += " _currentPanAngle = " + Math.round(_currentPanAngle); msg += " gx:" + Math.round(gx); msg += " gy:" + Math.round(gy); msg += " gz:" + Math.round(gz); trace(msg); x = gx; y = gy; z = gz; this.lookAt(target.position,upAxis); } public function isflipped():Boolean{ var normalTilt:Number = Math.abs(_currentTiltAngle)%360; return (normalTilt >= 90 && normalTilt <= 270); } On 12 June 2011 23:46, Darcey Lloyd <darcey.ll...@gmail.com> wrote: > Hi all, > > Anyone got an unrestricted tilt version of HoverCamera3D for Away3D 3.6? > > Thanks > > Darcey >