Hi Fabrice, I hav made a Away3d 3.5 version. It works if I use the .as file preFab exports (although it ignores the customPath for images - it only works if I have no customPath at all), but if I use my code can still see through walls that I approach on the z axis when the cameras z position is decreasing.
I guess I'll go through your code line by line making it like mine until something breaks. I'll post my findings. Thanks, John Wilson On Dec 8, 11:22 am, Fabrice3D <[email protected]> wrote: > true, but that was just to see if you get same issues regarding desapearing > faces. > you might be probably better off to export a <3.6 .as output and run it just > to see. > use and simple cube to do this export, and replace the awd url of the > cube.awd by your city and reuse your camera/bounds settings from your 3.6 > project. > > Fabrice > > On Dec 8, 2010, at 11:28 AM, John Wilson wrote: > > > > > 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 -- Hide quoted text - > > - Show quoted text -
