I've got this

package {
        import away3d.containers.View3D;
        import away3d.materials.WireframeMaterial;

        import jiglib.physics.RigidBody;
        import jiglib.plugin.away3d.Away3DPhysics;
        import jiglib.plugin.away3d.Away3dMesh;

        import flash.display.Sprite;
        import flash.display.StageAlign;
        import flash.display.StageQuality;
        import flash.display.StageScaleMode;
        import flash.events.Event;

        /**
         * @author bartekd
         */
        public class FallingBalls extends Sprite {

                private var view:View3D;
                private var physics:Away3DPhysics;

                public function FallingBalls() {
                        stage.quality = StageQuality.LOW;
                        stage.scaleMode = StageScaleMode.NO_SCALE;
                        stage.align = StageAlign.TOP_LEFT;
                        stage.showDefaultContextMenu = false;
                        stage.stageFocusRect = false;
                        addEventListener(Event.ADDED_TO_STAGE, init);
                }

                public function init(e:Event):void {
                        removeEventListener(Event.ADDED_TO_STAGE, init);
                        view = new View3D();
                        view.x = stage.stageWidth / 2;
                        view.y = stage.stageHeight / 2;
                        addChild(view);

                        physics = new Away3DPhysics(view, 1);

                        for (var i:int = 0; i < 40; i++) {
                                var sphere:RigidBody = 
physics.createSphere({radius:30, segmentsW:
6, segmentsH:6});
                                sphere.x = 100 - Math.random() * 200;
                                sphere.y = 700 + Math.random() * 3000;
                                sphere.z = 200 - Math.random() * 100;
                                // sphere.rotationX, Y & Z coming soon!
                                sphere.material.restitution = 2;

                                // This is how to access the engine specific 
mesh/do3d
                                physics.getMesh(sphere).material = new 
WireframeMaterial
(0xffffff);
                        }

                        var north:RigidBody = physics.createCube({width:1800, 
height:1800,
depth:500});
                        north.z = 850;
                        north.y = 700;
                        north.movable = false;
                        Away3dMesh(north.skin).mesh.material = new 
WireframeMaterial();

                        var south:RigidBody = physics.createCube({width:1800, 
height:1800,
depth:500});
                        south.z = -850;
                        south.y = 700;
                        south.movable = false;

                        var west:RigidBody = physics.createCube({width:500, 
height:1800,
depth:1800});
                        west.x = -850;
                        west.y = 700;
                        west.movable = false;

                        var east:RigidBody = physics.createCube({width:500, 
height:1800,
depth:1800});
                        east.x = 850;
                        east.y = 700;
                        east.movable = false;

                        var ground:RigidBody = 
physics.createGround({width:1800, height:
1800}, -200);
                        Away3dMesh(ground.skin).mesh.material = new 
WireframeMaterial();

                        view.camera.z = 3000;

                        addEventListener(Event.ENTER_FRAME, render);
                }

                private function render(event:Event):void {
                        physics.step();
                        view.render();
                }
        }
}

There are some examples in the trunk I think.... I'm sure there will
be loads indexed on google

On Nov 26, 1:01 pm, Wenderson <[email protected]> wrote:
> Someone got there a tutorial on how to use jiglibflash in Away3D?

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