What was it? :)

I think this is a great thing to learn about, seems like many people could
benefit from a good (or at least, halfway decent) collision thingamajig in
Flash 3D.

-Pete

On Fri, Nov 13, 2009 at 3:51 PM, colouredfunk
<[email protected]>wrote:

> WoHoo! Sorted :)
>
> Thanks for all your help wsvdmeer!!
>
>
>
> On Nov 13, 3:40 pm, colouredfunk <[email protected]> wrote:
> > still walking through walls!!! any idea where I could be going wrong?
> >
> > On Nov 13, 1:17 pm, colouredfunk <[email protected]> wrote:
> >
> > > haha no worries, it's ealisy done at the moment..
> >
> > > I've tried what you said, but still keeps on walking.... :s
> >
> > > On Nov 13, 1:02 pm, wsvdmeer <[email protected]> wrote:
> >
> > > > Hehe no posted the answer of one of your older questions:P sorry for
> > > > confusing you
> >
> > > > On 13 nov, 14:00, colouredfunk <[email protected]> wrote:
> >
> > > > > Sorry do you mean take out :
> >
> > > > >   if (_controls.moveForward) {
> > > > >                                         camera.moveForward
> > > > > (+_controls.zspeed);
> > > > >                                         }
> > > > >                                         if (_controls.moveBackward)
> {
> > > > >                                         camera.moveBackward(-
> > > > > _controls.zspeed);
> > > > >                                         }
> > > > >                                         if (_controls.moveLeft) {
> > > > >                                         camera.moveLeft(-
> > > > > _controls.xspeed);
> > > > >                                         }
> > > > >                                         if (_controls.moveRight) {
> > > > >                                         camera.moveRight
> > > > > (+_controls.xspeed);
> > > > >                                         }
> >
> > > > > when I do this, the camera does move on keypress...
> >
> > > > > Sorry to be a paid
> >
> > > > > On Nov 13, 12:54 pm, wsvdmeer <[email protected]> wrote:
> >
> > > > > > Hey Colouredfunk,
> >
> > > > > > Just keep your camera at one point:
> >
> > > > > > function render(event:Event):void{
> > > > > > camera.look()
> > > > > > camera.y = 300
> > > > > > controls.update()
> > > > > > view.render()
> >
> > > > > > }
> >
> > > > > > On 13 nov, 13:04, colouredfunk <[email protected]>
> wrote:
> >
> > > > > > > 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.
>



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