Hey Colouredfunk, Thanks for the code snippet i implemented it in the usermap class :).
On 24 nov, 10:52, colouredfunk <[email protected]> wrote: > Hey wsvdmeer, > > The project is far from finished unfortunately... I'll try and put > something online soon. It's going to be a interactive museum, that's > the plan anyway :) > > FYI, I did change another of your classes the other, added support > for the usermap to calculate positions other than the middle, so 3d > objects can be anywhere in the scene.. > > public function offSet(x:Number, y:Number):void { > _offsetX = x*-1 > _offsetY = y*-1 > > } > > var xpos:Number = ((_originalPoint.x+_offsetX) / (_originalWidth / > _bitmapData.width)) + _bitmapData.width / 2; > var ypos:Number = -((_originalPoint.y+_offsetY) / (_originalHeight / > _bitmapData.height)) + _bitmapData.height / 2; > > Cheers > > On Nov 17, 1:55 pm, wsvdmeer <[email protected]> wrote: > > > > > Hey Colouredfunk, > > > Good to here i could help you out:) > > I think the problem with the offset of the map has to do with the > > model your using, my target is a standard cone and everything works > > wel. > > My class does nothing with the dimensions of the target so thecollisionis > > registered from the absolute center of the target that > > could also be the cause of your problem. > > If you have ideas about new features for the classes i'm all ears :). > > And if your project is done and online somewhere i would love to see > > it. > > > Greetz WS > > > On 17 nov, 14:43, colouredfunk <[email protected]> wrote: > > > > Sorry for the delay in my reply, I managed to get a cold from > > > somewhere (probably working to hard)... All better now though :) > > > > The problem was with cameraPosition = camera.position, it was being > > > set to thecollisionposition, rather than the point just before the > > >collisiontook place. > > > > Although I had it all in the same order as you, it just wasn't working > > > for some strange reason. But when I put the camera movements into a > > > separate method..Bingo it worked. I'm still not completely convinced > > > this is what was causing the problem, it now works and I'm not going > > > to spill more blood getting to the bottom of it. :) > > > > I can't thank you enough for helping me out! > > > > Your classes seem solid, and I didn't need to change them to get it to > > > work, it was more of the integration process... I did however update > > > your FirstPersonCamera class, as I wanted the camera look to respond > > > to a mouse click event, with each click relative to the current camera > > > pan and tilt. I can send that over if you are interesting? > > > > Integration aside, there is one problem I had thinking about it; and > > > that's getting thecollisionmap to reflect the correct position of > > > the camera relative to the 3D space. I solved the problem by changing > > > the position of where the model was in 3Ds Max before exporting it to > > > a 3DS file. The two positions between the 2D and 3D world started to > > > line up when the model is in the middle, but I still had to offset it > > > slightly to get it to match perfectly. > > > > Have you had any problems like this? I've got quite a few rooms to do, > > > and that trial and error process of lining-up, to a long time. So I > > > wonder what the definitive solution is for that? > > > > Thanks again! > > > > On Nov 13, 2:09 pm, wsvdmeer <[email protected]> wrote: > > > > > This should work: > > > > > private functionr render():void { > > > > > //Look > > > > if (move){ > > > > camera.look() > > > > } > > > > > //Move > > > > 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); > > > > } > > > > > //Collision > > > > userMap.originalPosition = camera.position > > > > if (_controls.moving) { > > > > player2d.x = userMap.position.x > > > > player2d.y = userMap.position.y > > > > } > > > > > //Place camera > > > > camera.y = -20 > > > > cameraPosition = camera.position > > > > > //Update controls > > > > _controls.update() > > > > > //Render > > > > view.render(); > > > > > } > > > > > On 13 nov, 14:17, 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 > > ... > > meer lezen »
