Math for the Camera

This example uses the same principles found in this math post, but this time I applied it to the camera in papervision3d. Your mouse y position affects the distance from the object, while your mouse x position controls the angle, or rotation, of the camera around the center object.

The control is less than ideal in this current form if you want to look at a specific panel, so I will be updating that in the next version. Perhaps that would be a good job for a bezier animation?

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