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

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