Just updated the UserMap Class to version 1.3 replacing the getters/
setters for public variables:
http://wsvdmeer.blogspot.com/2009/11/away3d-2d-collision-detection-update_30.html

On 24 nov, 16:01, wsvdmeer <[email protected]> wrote:
> 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 ofcollisionevents 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 =
>
> ...
>
> meer lezen »

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