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FlxCamera perspective projection #167

@flunardelli

Description

@flunardelli

I added a helper function to work with perspective projection in FlxCamera that I think could be useful.

/**
         * Helper function to change the camera's perpective.
         * 
         * @param   fiedOfView  Specifies an angle, as a degree between 0 and 180, for the field of view in three dimensions.
         * This value determines how strong the perspective transformation and distortion apply to a three-dimensional display object with a non-zero z-coordinate.
         * @param   rotationX   Indicates the x-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 
         * Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. 
         * Values outside this range are added to or subtracted from 360 to obtain a value within the range.
         * @param   rotationY   Indicates the y-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 
         * Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. 
         * Values outside this range are added to or subtracted from 360 to obtain a value within the range.
         * @param   rotationZ  Indicates the z-axis rotation of the DisplayObject instance, in degrees, from its original orientation relative to the 3D parent container. 
         * Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. 
         * Values outside this range are added to or subtracted from 360 to obtain a value within the range.
         */
        public function perspectiveProjection(fiedOfView:uint=90,rotationX:Number=-40,rotationY:Number=0,rotationZ:Number=0):void {         
            var perpective:PerspectiveProjection = new PerspectiveProjection;
            perpective.fieldOfView = fiedOfView;            
            _flashSprite.rotationX = rotationX;
            _flashSprite.rotationY = rotationY;
            _flashSprite.rotationZ = rotationZ;         
            _flashSprite.transform.perspectiveProjection = perpective;          
        }

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