hi guys,

i have another question regarding with the collision, is it possible
to assign an event listener to the mesh where i can listen for any
collision event which comes from either the BSP mesh or an added mesh
(such as the chair)

something like this perhaps?

myMesh.collider = true;
tree.addChild(myMesh);
myMesh.addEventListener(Event.COLLIDED, onCollided);

again thanks for the wonderful support and ingenious tool :D


myMesh.collider = true;
tree.addChild(myMesh);

On Aug 26, 5:02 pm, Fabrice3D <[email protected]> wrote:
> That's case "A" shown on my jpg.
> To say it another way: everything that you can name "wall", "ceiling", 
> "floor" should be builded using case B (using no evil cubes)
> Stuff like doors, furnitures should be addChilded to tree.
>
> Fabrice
>
> On Aug 26, 2010, at 1:45 PM, le_unam wrote:
>
> > When i create a cube which represents the outer walls, the ground and
> > the top of my house and export this as my house. then i create the
> > walls and export them as a bundle and add them as mesh.collider to the
> > tree .... would it work?
>
> > On 26 Aug., 12:40, David Lenaerts <[email protected]> wrote:
> >> Also, what Fabrice hasn't mentioned (I think), is that you can't just add a
> >> bunch of cubes together and hand it over to the BSP generator. "Solid"
> >> regions (the inside of walls, the outside of the world, etc) can't contain
> >> anything, so you can't stack intersecting cubes as walls: For 
> >> example:http://derschmale.com/bspInters.jpg
>
> >> Then one more thing, imagine being "outside the world". So if you have a
> >> house, and that's your only region. Now imagine being outside the house. 
> >> You
> >> can't have any outside walls there. Walls basically give the bsp system the
> >> signal that "hey, where I'm pointing, the player can go" (so only  the
> >> region between the outer and inner wall would be considered "solid"). In
> >> other words, since that creates a link between solid space and (albeit
> >> unintended) non-solid space: that's a leak and will cause errors.
>
> >> Hope that helps,
> >> David
>
> >> On Thu, Aug 26, 2010 at 11:51 AM, le_unam <[email protected]> wrote:
> >>> oh yes fabrice thats it ... the picture explains excatly what i did
> >>> wrong ... thank you!
>
> >>> On 26 Aug., 10:59, Fabrice3D <[email protected]> wrote:
> >>>>> hmmm i guess the bsp/vps doesnt recognize oter walls of a cube ...
>
> >>>> Would be lots of work just to support Cube collision don't you think???
> >>>  :))
>
> >>>> Of course it does. All outputs straight from Prefab are with active
> >>> collision detection.
> >>>> If you have played with tree booleans values, its indeed possible you
> >>> have set it off.
> >>>> but seeing the examples and reading the messages I think its simply
> >>> because you do not set the collision on.
>
> >>>>> Problems come when i try to add walls into this room.
>
> >>>> K, lets let first start by the beginning.
>
> >>>> You need to have a model perfectly enclosed, the cube is an example I
> >>> gave you to make you understand you need a perfectly enclosed "solid" 
> >>> model.
> >>>> You indeed can build a room by making a simple cube and add elements to
> >>> it... that was an example to help you understand.
>
> >>>> if you want to set collision detection per added elements, do like this:
>
> >>>> myMesh.collider = true;
> >>>> tree.addChild(myMesh);
>
> >>>> To build a series of rooms, you need proceed otherway... Just made this
> >>> little image to clarify a bit more.
> >>>http://www.closier.nl/playground/bsproom.jpg
> >>>> What you are doing is the A case, while you should build as the B case.
>
> >>>> The art is to keep the tree as simple as possible, so you add elements
> >>> such as tables, chairs etc later on as dynamic objects.
> >>>> Sometimes it can be wize to merge some element into the main tree.
>
> >>>> Hope it helps a bit.
>
> >>>> Fabrice
>
> >>>> On Aug 26, 2010, at 8:54 AM, le_unam wrote:
>
> >>>>> hmmm i guess the bsp/vps doesnt recognize oter walls of a cube ...
> >>>>> only the inner ones, so that we have to build our terrain in many
> >>>>> cubes where we walk in ... you know what i mean? maybe it is wrong but
> >>>>> its a guess ^^
>
> >>>>> On 26 Aug., 07:56, bebensiganteng <[email protected]> wrote:
> >>>>>> i have the same problem
>
> >>>>>>http://labs.bebensiganteng.com/flash/prefab/
>
> >>>>>> if you see the environment i can walk through the buildings, anybody
> >>>>>> knows why?
>
> >>>>>> On Aug 25, 6:40 pm, le_unam <[email protected]> wrote:
>
> >>>>>>> When trying to create my building for Prefab BSP/VPS something goes
> >>>>>>> wrong everytime. An easy room existing from only one cube with
> >>>>>>> invertedfaces is no problem. Problems come when i try to add walls
> >>>>>>> into this room. Fabrice showed me a link from derschmale with the
> >>>>>>> "rules" and its okay i think i understand them, but problems are
> >>>>>>> coming although i was following these rules. Shell i create the walls
> >>>>>>> inside with cubes or with planes? I tried both and nothing works with
> >>>>>>> collision detection. They are shown but i can walk trhough. Hmm maybe
> >>>>>>> someone can give me some more guidelines.
>
> >>>>>>> Thank you!
>
> >> --
> >> David Lenaerts
> >> Flash platform developerhttp://www.derschmale.com

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