Hey Fabrice, Thanks for pointing out the broken link, i fixed it sou you can view the classes. The class is indeed a bit different then your class. i only check one color and not multiple ones. I've tried to write the explenations/comments of the class usage as much as possible. If you have any questions let me know :).
On 24 nov, 15:35, Fabrice3D <[email protected]> wrote: > 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-up... > > > 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 > > ... > > meer lezen »
