Hi,
Thanks for the responses, I tried increasing the camera bounds but it
did not help.
I have just tried the "\branches\bsp-dev\src\away3d" version, but it
doesn't have the HitTest class and seems to be a 3.5 version (I am
using 3.6 with Flash Player 10.1).
The setup code I am using is:
private function initAway3D():void
{
var spWindow:Sprite = new Sprite();
spWindow.graphics.beginFill(0xaaaaaa);
spWindow.graphics.drawRect(0, 0, stage.stageWidth,
stage.stageHeight);
spWindow.height = stage.stageHeight;
spWindow.scrollRect = new Rectangle(0, 0,
stage.stageWidth,
stage.stageHeight);
spWindow.width = stage.stageWidth;
spWindow.x = 0;
spWindow.y = 0;
addChild(spWindow);
spWindow.addChild(view);
view.x = stage.stageWidth * .5;
view.y = spWindow.height * .5;
view.clipping = new NearfieldClipping();
view.clipping.rect(0, 0, stage.stageWidth,
stage.stageHeight);
view.camera = cam;
cam.lens = new PerspectiveLens();
cam.zoom = 5;
cam.x = -2745;
cam.y = -440;
cam.z = -2578;
//
//
cam.rotationX = -3;
cam.rotationY = 22;
cam.rotationZ = 0;
//
//cam.x = 1171;
//cam.z = 3000;
//cam.rotationY = 180;
}
private function initBSP():void {
bspTree = BSPTree(AWData.parse(new BSPFile(), {
customPath:"./
walford_images/" } ));
view.scene.addChild(bspTree);
bspTree.usePVS = true;
bspCollider = new BSPCollider(cam, bspTree);
bspCollider.testMethod = BSPTree.TEST_METHOD_ELLIPSOID;
bspCollider.flyMode = flightMode;
bspCollider.maxClimbHeight = 50;
bspCollider.maxIterations = 4;
bspCollider.minBounds = new Vector3D(-80, -500 -80);
bspCollider.maxBounds = new Vector3D(80, 50, 80);
}
Is there anything else I can tell you that might help?
Regards,
John Wilson
On Dec 8, 9:31 am, Fabrice3D <[email protected]> wrote:
> Hi John,
> Prefab code is a bit alienated from official away, its more or less a big mix
> of 2.5 up to 3.6 with many added Prefab only features.
> as I need to cover most of the exiting features regarding imports and exports.
>
> but when it comes to BSP, it should be 1/1 tho
>
> the BSP preview uses simply these two lines to define the View3D
>
> _view = new View3D({x:centerX, y:centerY, clipping: new NearfieldClipping()});
> _view.camera.lens = new PerspectiveLens();
>
> if you try the svn/branches/bsp away version, do you get the same issues?
>
> Fabrice
>
> On Dec 8, 2010, at 10:03 AM, John Wilson wrote:
>
>
>
> > Hi Again,
>
> > I have discovered another wierd thing. When I view the BSP/PVS model
> > in the preFab preview I cannot see through the walls, but when I run
> > it within my project I can. I have reset all the BSP constants, camera
> > settings, etc in my project to those in the .as file preFab exports,
> > but still I can see through the walls. However, it is only those
> > walls that lie on the z axis and that I collide with when my camera's
> > z position is decreasing. In other words it is the walls I hit when
> > the camera has a rotation between 90 and 270 degrees. Just to be
> > clear, I can't pass through the walls, I can just see through them.
>
> > I can only think there is a difference between the Away3D Graphs or
> > Physics code that preFab is using and the same libraries in the latest
> > SVN.
>
> > Any help would be greatly appreciated.
>
> > Regards,
>
> > John Wilson
>
> > On Dec 7, 4:40 pm, John Wilson <[email protected]>
> > wrote:
> >> Hi,
>
> >> This is an odd problem. When I collide with a some walls I can see
> >> through them, but I cannot walk through them. It only happens with
> >> walls that are aligned North to South that the camera approaches from
> >> the East. You can see it happening at:
>
> >>http://john-wilson.110mb.com/walford.html
>
> >> When the model loads, go forward a few steps, turn to your right and
> >> take a few steps towards the railway bridge, then turn right again so
> >> that you are facing a wall with a large advertising poster. Walk into
> >> the wall. When you hit it you will be able to see though it.
>
> >> Any advice would be most welcome.
>
> >> Regards,
>
> >> John Wilson- Hide quoted text -
>
> - Show quoted text -