Hey, I've just realised if I look down with the mouse then navigate forward, the camera will actually move downwards through the floor... Don't know why it's doing that, as your using the MoveForward methods, so it should calculate it accordingly ...?...
On Nov 13, 11:26 am, colouredfunk <[email protected]> wrote: > genius!!! Dude, you are seriously a life saver :) > > I'll let you know how I get on :) > > On Nov 13, 11:09 am, wsvdmeer <[email protected]> wrote: > > > Hey colouredfunk, > > > I just put up a new tutorial for my firspersoncamera and > > firstpersoncontrols > > classes:http://wsvdmeer.blogspot.com/2009/11/away3d-firstperson-movement-and-... > > > If you use these classes in combination with mycollisionclass you > > can set the controls.zspeed and controls.xpseed to 0 oncollision. > > I constantly keep track of the object i'm moving and save it's > > position in a Number3D for example: > > > var cameraPosition:Number3D = new Number3D() > > cameraPosition = camera.position > > > If acollisionoccures i reset the camera to it's old position > > (cameraPosition): > > > so the code would look like this: > > > function onCollision(event:CollisionEvent):void{ > > controls.xspeed = 0 > > controls.yspeed = 0 > > camera.position = cameraPosition > > > } > > > Hope this helps :D > > > On 13 nov, 11:43, colouredfunk <[email protected]> wrote: > > > > Yeah JUST finished getting it working :) I think the problem was not > > > having the object in 3ds Max in the middle of the scene...... I still > > > have to have it offset slightly, but I got it working through a bit of > > > trial and error! > > > > Thanks so much for creating a class for it, really helping me out > > > here :) > > > > I've now got to sort out the camera reaction to the collisions :s > > > > Any tips ? :o > > > > Thanks again > > > > On Nov 13, 10:13 am, wsvdmeer <[email protected]> wrote: > > > > > Hey colouredfunk, > > > > > Did it work? > > > > > On 12 nov, 15:46, wsvdmeer <[email protected]> wrote: > > > > > > Hey colouredfunk, > > > > > > I adjusted the UserMap class and posted a tutorial on my blog > > > > > :http://wsvdmeer.blogspot.com/2009/11/away-3d-2d-collision-detection.html > > > > > I'm not that great at writing tutorials so if you still have a problem > > > > > with the class let me know. > > > > > > On 12 nov, 13:12, colouredfunk <[email protected]> wrote: > > > > > > > Hey Wsvdmee, > > > > > > > I've been playing out with yourcollisionclass, but I can't get the > > > > > > 2d position to aline with the 3d world... > > > > > > > Have you got any idea where I could be going wrong?? > > > > > > > var xpos:Number = (camera.x / (_envWidth / _userMap.width)) + > > > > > > _userMap.width / 2; > > > > > > var ypos:Number = -(camera.z / (_envHeight / _userMap.height)) + > > > > > > _userMap.height / 2; > > > > > > > _envWidth and _envHeight are the dimensions of the 3ds file... > > > > > > > Thanks > > > > > > > On Nov 10, 4:21 pm, colouredfunk <[email protected]> > > > > > > wrote: > > > > > > > > Sweet thanks!!! > > > > > > > > Can't wait to see it :) > > > > > > > > On Nov 10, 6:30 am, wsvdmeer <[email protected]> wrote: > > > > > > > > > Hey ColouredFunk i'll try and create a FirstPersonCamera class > > > > > > > > that > > > > > > > > handles the movement/look andcollisionin combination with my > > > > > > > > UserMap > > > > > > > > class. > > > > > > > > I think i could be done by the end of the day and then i'll > > > > > > > > post it > > > > > > > > here. > > > > > > > > > Greetz WS > > > > > > > > > On 10 nov, 00:06, ColouredFunk <[email protected]> > > > > > > > > wrote: > > > > > > > > > > That's the bit I'm really struggerling with; the reactions / > > > > > > > > > the resolves. > > > > > > > > > > Msvdmeer would it be possible to share your camera movement > > > > > > > > > methods > > > > > > > > > with the integration of thecollisiondetection? This would > > > > > > > > > really > > > > > > > > > save me from going bold :) > > > > > > > > > > thanks.. > > > > > > > > > > On Monday, November 9, 2009, Li <[email protected]> wrote: > > > > > > > > > > No, unfortunately JigLibFlash doesn't support complex > > > > > > > > > > meshes yet (as far as I know) and you have to reconstruct > > > > > > > > > > everything with primitives.
