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 -

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