Camera Rotation Problem

Hello
I have a problem with my camera rotation. I would like to have a button which allows me to rotate a camera in my scene using only x and y axe and with z axe blocked. My javascript is :
var c = getAnnots3D(0)[0].context3D;
var camera = c.scene.cameras.getByIndex(0);
var camdir = camera.position.subtract(camera.targetPosition);
camera.position.set(-Math.sin(3.14/6)*camdir.y+Math.cos(3.14/6)*camdir.x,Math.cos(3.14/6) *camdir.y+Math.sin(3.14/6)*camdir.x,camdir.z);
Script works good for x and y axe , but unfortunatelly z axe moves too(kind of a wave, starts low goes up and ends down after Pi/2) . Even if I block it using a constant instead of camdir.z, it moves but javascripy debugger shows z value blocked.
Any idea what I'm doing wrong ?
Help appreciated
Bartek

Your math really doesn't make any sense to me.
All those math.cos(..) calls are constant because you are only passing constants. i.e. Math.cos(3.14/6) will always be 0.866158094. So you are doing this:
position.set(-.9y + .5x, .9x + .5y, z);
I'm not really sure what this "button" is supposed to do. if you want it to prevent the camera from tilting up and down, you have to repeatedly prevent the camera from tilting using a TimerEventHandler.
Also, you are taking the camera direction and using it to set it's position, this will keep moving the camera near the origin and will probably be unpredictable.
So really, I'm not sure what you are trying to do. Let the camera rotate freely in only 2 of it's own axis? only 2 of the world axis? or orbit an object only on 2 axis? only let it move left and right, but prevent it from tilting up or down? ...
I can help, but you need to be more specific.

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