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 »
