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
