Eeek,

I tried this / ran into the problem. In PV3D, you generally move the camera around the world / objects. In Five3D you move the world or the objects around, which behaves completely differently.

I tried unsuccessfully to integrate a 3D camera - borrowing some of the ideas from the PV3D one. I think you apply a transform to the entire world based on your camera distance from 0,0 and 2 of your angles - I lost all my bookmarks for it, but I remember Ralph Hauwert - UnitZero one did some maths to make 3D rotations work avoiding gimbal lock, e.g. when you rotate one axis upside down, the direction of rotation for the 2nd axis relative to your mouse movements flip. This does not happen with a camera.

I will have a look later when I get home to see if I can find some more stuff if you are still stuck.

    Later

    Glen

On 28/04/2010 10:36, dopeco...@hotmail.com wrote:
Hi all,

I am at the tail end of a project done in Five3D after doing a few different ones in Papervision and I am stuck on a fundamental feature that I hope someone who payed attention in math class (which I didn't) could help me out on. I am doing something that has movement similar to WP-Cumulus, i.e. items placed around a virtual globe, with each item always facing front when that globe is rotated. I know papervision had something pre-built for this type of thing, but Five3D doesn't, so I suspect I may have to get tricky with some maths to keep all panes facing front.

Anyone know where to start on this?, currently, if I spin the globe on it's Y axis, and turn each item on that globe but the inverse of its rotation, and works fine around that axis alone. Throw in both x and y rotation at the same time though and things go a little skewy.

Any help would be most appreciated and will earn me a couple of hours extra sleep :)

Cheers
Adam
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