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Old 10-13-2013, 10:18 PM   #1
Thor_2.0
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Post Three.js and camera rollover


Hey Gang!
Okay, I'm making (duh) a something, using Three.js. So far, I've been able to import a landscape (collada) and set up a skybox. With he mouse I control the rotation of the player, this angle gets stored. I use that to calculate the next X/Y position of the player as (s)he moves forward, using Trigonometry.
As I move the mouse, I read the angle of the camera, it's in Radians, so I convert it. That all seems to work, however, the camera either keeps adding the angle (to 700 - that's not even an angle anymore) or comes up with negative numbers. At one try, it even only counted up to 180 and reset its count...
I use the perspective camera in Three.js...
This is the function I use to read the camera's angle...

Quote:
function MouseMove(evt)
{
if(mousestatus == "down")
{
//console.log("cammove");
var deltaX = evt.clientX - intMousePosX;
var deltaY = evt.clientY - intMousePosY;
TheCamera.rotation.y += deltaX / 100;
fltCamAngle = RadToDeg(TheCamera.rotation.y);
if(fltCamAngle>360)
{
fltCamAngle = fltCamAngle - 360;
}
if(fltCamAngle<0)
{
fltCamAngle = Math.abs(fltCamAngle);
}
intMousePosX = evt.clientX;
intMousePosY = evt.clientY;
}
}
Thanks for any help.
Maybe I'd better use the trackball controlls or so, but I was'nt able to get that working...
Thunder
 
  


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