Thanks for the reply Stephen, I tried using box2d with away3d, but I'm confused.. where do I implement the drag? From the examples I saw, they just used box2d to compute the movements (box2d wasn't really added to the display list), then just update 3d view by getting the values of the box2d bodies x and y to it's corresponding model/mesh. but what if i need to drag? how do i implement it? sorry, i'm new to implementing a physics engine to away3d
FDD On Jul 25, 1:35 pm, Stephen Hopkins <[email protected]> wrote: > If you don't need elevation or multiple levels, you could use box2d > and map the xy coordinates to xz. Each furniture would be a rigid > body, probably cube. > > Should take a look at this > too.http://groups.google.com/group/away3d-dev/browse_thread/thread/d6a8fa... > > Frabice' class lets you drag on the coordinate planes you specify. > > On Jul 25, 6:46 am, FDD <[email protected]> wrote: > > > Hi Again! > > > I was able to use the extrude classes for the different room shapes > > thanks to the away3d community, especially to Fabrice! > > > Now I have another question/situation: > > > Now that I have the different room shapes, I want to be able to drag > > furniture inside the room, but the furniture should be able to have > > collision detection so it does not overlap with one another, or go > > outside the walls of the room. I will just be moving the furniture in > > the x and z planes. > > > What's the best approach? use a physics engine, or do i just implement > > the collision map? > > > If you can give me some example/source/url/tutorial of how to confine > > the dragging of the objs within the walls, it would be a great help. > > Thanks in advance! > > > FDD
