Quote:I'd suggest that as part of your 3DObject class, you have the world co-ordinates, and use them as the base for all omvements etc of the object, rather than trying to reverse engineer them from some other values.
I'm not totally sure I understand.
If I have two (or more) objects in a 3DObjects that are moving (and maybe offscreen) how do I know what world coordinates they are in?
Maybe I'm stuck on a Director metaphor where for example, you have the method -
getWorldTransform().position
to get world coordinates of a transform
and you can then move to it with -
scene.camera[1].transform.interpolateto(vector)
What I would like is to have a cameraOBJ that can get the coordinates of a 3DObject to go to it.
traer.animation looks interesting, thanks for the link, although the camera still needs to know where to go to.
Am I missing something?
Quote:As for doing it manually, I think that http://processing.org/reference/camera_.html is more useful than beginCamera/endCamera since it's very easy to say "I want the camera at 30,20,10 and it pointing at 0,45,20" than it is to move the camera, then try to work out the various rotations to get it looking at a certain point.
is eye the "pointing at" part?
In this idea would I put this inside each 3DObject? Or could I call it in the main script?
Hope I'm clear...