Hey wsvdmeer,
The url to see class(es) is broken.
I'm curious to look at it, since it seams, reading at your blogtext,
doing less in terms of events than collisionMap class
but you mention not being able to setup the collisionMap the right way.
So I would like to see where your approach could help improve the
native one...
Of course I'm talking in terms of collision events here, not reactions.
Fabrice
On Nov 24, 2009, at 2:56 PM, wsvdmeer wrote:
FYI :
http://wsvdmeer.blogspot.com/2009/11/away3d-2d-collision-detection-update.html
On 24 nov, 14:48, wsvdmeer <[email protected]> wrote:
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
...
meer lezen ยป