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?