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.

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