Sorry for the bad link... the link is : labs.speak.nl/3d/away3d/demo14/ collision.rar
On 9 nov, 22:31, wsvdmeer <[email protected]> wrote: > I'm working on this project for about 2 weeks now i first used the > collisionExample.fla but if i needed to adjust the map i couldnt get > it working properly. > My class uses a simple bitmap and checks for the color. > The calculations are the same as in the collisionExample.fla but > instead of checking the collision of the camera i'm checking the > collision of the dot on the map :). > If there is a collision i dispatch a custom event and reset the camera/ > cone/2d player to the old position. > > You can find the UserMap and CollisionEvent classes here :http:// > labs.speak.nl/3d/away3d/demo14/src/collision.rar > > It's used like this: > > //CREATE MAP > var userMap:UserMap = new UserMap(yourmapbitmapdata); > this.addChild(userMap); > userMap.addEventListener(CollisionEvent.COLLISION,onCollision,false, > 0,true); > > //RENDER ON ENTERFRAME > private var render(event:Event):void{ > var xpos:Number = (camera.x / (envWidth / userMap.width)) + > userMap.width / 2; > var ypos:Number = -(camera.z / (envHeight / userMap.height)) + > userMap.height / 2; > var playerPoint:Point = new Point(xpos, ypos); > userMap.position = playerPoint > > } > > //COLLISION > private function onCollision(event:CollisionEvent):void { > trace("collision") > > } > > On 9 nov, 22:02, ColouredFunk <[email protected]> wrote: > > > > > Wow that must have taken ages! I've been pulling my hair out over > > this. Have you checked out the collisionmapExample.fla in the files? > > > It's got some good easy collision detection on it. I've tried it and > > it works well, apart from the fact I can't get it to resolve the > > camera position after a collision....!! :s > > > On Monday, November 9, 2009, 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.
