What error? Missing one param? --> onCollision(e:Event) may be?
Fabrice
On Jun 10, 2010, at 8:53 AM, le_unam wrote:
> Hey thanks ... i tried it, but i got an error and i dont know why ...
>
> -------------------------------------------------------
> myCollision = new
> BitmapData(Cast.bitmap(collision));
> myCollisionmap = new
> CollisionMap(myCollision, 10, 10);
> myCollisionmap.setColorEvent(0xFF0000,
> "red", onCollision);
>
> myCollisionmap.read(myEyes.x,
> -myEyes.z);
>
> public function onCollision()
> {
> trace("berührt");
> }
>
> ---------------------------------------------------------
>
> Can you check it?
> Thanks = )
>
>
>
> On 9 Jun., 17:48, Fabrice3D <[email protected]> wrote:
>> the collisionmap class is nothing than a color map reader.
>> that would be for instance the map seen from above.
>> each kind of element having its own color.
>>
>> the class, at runtime, once you pass it a coordinate x,y on the map (the x,z
>> of the camera in ratio), reads the colormap.
>> if a color is found that you have declared, it fires an event.
>>
>> so the class doesn't handle the collision
>> if you set say where your table is a yellow region on that map
>> basically after you have set the "color" listener, it triggers on the yellow
>> reading
>>
>> collisionmap = new CollisionMap(mycolormap, this, 1 , 1); //here 1/1 ratio
>> on x and y. if your floor is say 2048x2048 and map 1024x1024, pass 2,2
>> collisionmap.setColorEvent(0xFFFF00, "yellow", onYellow);
>>
>> private function onYellow(event:Event):void
>> {
>> trace("WARNING this is an valuable furniture, look out!!";
>>
>> }
>>
>> what you do with the collision reading, is up to you. Bartek, for instance,
>> for its circuit game, used a similar construction
>> where the color was different from the main road. --> slowDown();
>>
>> but when it comes to real collision handling, i would consider take a look
>> at BSP generation as David suggested,
>> in fact thats the reason why we've spend the time and effort to make it in
>> the first place.
>>
>> as a side note, take care making the colormap, if you use flash lib and the
>> source is not a vector info that you draw, that
>> compression, might influence the colors. so no event is triggered. So either
>> you apply a custom threshold to the class,
>> or the easy way, test the colors at locations you know the exact color.
>> There is a getter just for that reason in the class.
>>
>> Fabrice
>>
>> On Jun 9, 2010, at 4:46 PM, joebass wrote:
>>
>>> I'm a newbie so take my comments with a grain of salt. My
>>> understanding is that loading models as opposed to constructing in
>>> Away with the extrude classes or primitives will require more
>>> resources. However, it may be difficult to do everything you'd like
>>> within the native Away classes. If you do use a 3D modeler, get it
>>> into PreFab and use the export features, adding your models within
>>> your code is a breeze. So cool Fabrice.
>>
>>> As far as the collision map stuff with the Frustum example, it was a
>>> challenge for me to adopt them too. It took some playing around with
>>> the orientation of the collision map image (I added a plane and
>>> applied the map image to it to get an idea of orientation. Also
>>> scales of the collision image and your model are things you may have
>>> to look at. Then it's just a matter of applying your geometry to the
>>> image with trial and error.
>>
>>> On Jun 9, 9:08 am, le_unam <[email protected]> wrote:
>>>> Thanks for your fast answers.
>>
>>>> I have PreFab installed, but i`m not really used to it, so i have to
>>>> learn how it works. Of course to model all elements is a way i knew
>>>> before but i thought loading models would slow down the swf. Doesnt
>>>> it?
>>
>>>> I know frustum hotel room demo and i got some great help from it too,
>>>> but all in all i think it contains too much information, that i can
>>>> understand the background behind all. i tried to take the collisionmap
>>>> from there but i didnt get it work = (
>>>> Is there any example in the web with an collisionmap for an easy room
>>>> with only one cube in the center so that everybody can understand it?
>>>> all examples are so complicated i think, it has to be more easier.
>>
>>>> On 9 Jun., 14:52, joebass <[email protected]> wrote:
>>
>>>>> As far as camera and movement other than what David mentioned, I'm
>>>>> working on something similar and found the Frustum Hotel Room demo to
>>>>> be a great help.
>>
>>>>> On Jun 9, 8:38 am, David Lenaerts <[email protected]> wrote:
>>
>>>>>> I would use a 3D modeler to create that (well, if I could model). It's
>>>>>> really not easy to do it by compositing planes etc, and would probably
>>>>>> not
>>>>>> result in efficient models.
>>>>>> You could use Blender, for instance: it's free, but it's user interface
>>>>>> is
>>>>>> sent from hell. You can export it in a format compatible with Away3D (for
>>>>>> instance as an obj file). If you use PreFab and model to some
>>>>>> restrictions,
>>>>>> you can use Prefab3D and the BSP builder to get the walk-around for free
>>>>>> :)
>>
>>>>>> On Wed, Jun 9, 2010 at 2:20 PM, le_unam <[email protected]> wrote:
>>>>>>> Hey guys i have some basic questions about creating a room and walking
>>>>>>> through it. i have already created a room and i am able to walk
>>>>>>> through but i dont know if i took the right way to create it. Now i
>>>>>>> just want to get some general questions.
>>
>>>>>>> For the First person view, to walk through my room i decided to took
>>>>>>> the SpringCam. Would you use SpringCam too or is there an other, maybe
>>>>>>> better way? My Problem with SpringCam is that the relations of Walls,
>>>>>>> floor and roof seem to be broken. if i take the measurments of my room
>>>>>>> at home and project them to away3d it seems to be incorrect. my walls
>>>>>>> at home are 2,20 meters so i tried to make 220px in away. my cube,
>>>>>>> which i follow with springcam, i place at y = 180 because i thought, i
>>>>>>> am 1,80meters. but this gets a bad result in relation to the other
>>>>>>> elements. You know? what is a good way to go there? i can solve this
>>>>>>> problem if i set the height down and keep the widths but that isnt
>>>>>>> what i want.
>>
>>>>>>> Another question is how to create a room. I created my rooms
>>>>>>> exclusively by taking planes for each wall or floor or roof, but some
>>>>>>> guys say you should use a cube. Of yourse when i just want to create
>>>>>>> an easy room with 4 walls i can take a cube but what when the room has
>>>>>>> no symmetrie or for example windows? Is there a trick to handle this
>>>>>>> or are planes the right way?
>>
>>>>>>> In dependence on this ... how to create a rounded wall or other
>>>>>>> rounded selfmade elements? What can i use? I heared something about
>>>>>>> SegmentExtrude, LinearExtrude or PathExtrude but i cant get detailled
>>>>>>> information about this classes and how to handle them. What leads to
>>>>>>> my last point.
>>
>>>>>>> What is the best way to get used with away3d? How can i learn away3d
>>>>>>> the best way? Where should i have the information how to use
>>>>>>> SegmentExtrusion for example. It seems to be more than two lines of
>>>>>>> code. if someone takes the time to help me and answer me my questions
>>>>>>> i would be very happy and grateful.
>>
>>>>>>> Sorry for my bad english.
>>
>>>>>>> Greetz Manu
>>
>>>>>> --http://www.derschmale.com-Hidequotedtext -
>>
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