Hi, there this is my first reply here and i'm fairly new at away3d but for a project i'm working on i'm using a different aproach to collision detection. The class uses a small map and the bitmap.getPixels function to check the collision. You can check it out here: http://labs.speak.nl/3d/away3d/demo14/bin/ I can post the class if you want.
On 9 nov, 18:05, dp <[email protected]> wrote: > I did it purely through trial and error, making an adjustment to the > image, loading it up and checking the collision. I'm sure there must > be a better way though. > > On Nov 9, 5:49 pm, ColouredFunk <[email protected]> wrote: > > > > > How so you debug it though as you can't see how it's using the map..? > > > On Monday, November 9, 2009, dp <[email protected]> wrote: > > > Yeah, I've adapted it for a couple of examples. I too had problems > > > with it crashing, I seem to remember just rotating the image solved > > > that problem. Then once it is loading keep making adjustments to the > > > image until it works well with your floorplan > > > > On Nov 9, 5:27 pm, ColouredFunk <[email protected]> wrote: > > >> Hey Davivd, > > > >> I'm trying to adopt the collision detection from the frustum hotel > > >> example too, did you have any luck changing it for different room > > >> positions/sizes.. > > > >> It keeps on crashing out on me when I try and change anything on it.. > > > >> Thanks in advance > > > >> On Monday, November 9, 2009, dp <[email protected]> wrote: > > >> > Thanks for those suggestions, both could be suitable for the job. Do > > >> > you know if it possible to import my 3ds mesh into JigLibFlash and > > >> > have it produce the equivalent, or would I need to code a > > >> > representation of it using the primitives? > > > >> > On Nov 6, 2:10 pm, Li <[email protected]> wrote: > > >> >> You could plug JigLibFlash to Away3D. It is a 3D physics engine and > > >> >> it can > > >> >> manage collisions between cubes, spheres, cylinders, etc. For every > > >> >> mesh > > >> >> that you want to be physically active, you'll need to produce an > > >> >> equivalent > > >> >> in the physics engine. From there on JigLibFlash relates them to each > > >> >> other. > > > >> >> I also made an article about simple bounding box collision > > >> >> detectionhttp://www.lidev.com.ar/?p=295 > > >> >> but it does not resolve collisions, simply detects them. If you feel > > >> >> like > > >> >> developing though, you could see how to make the response.
