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 »

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