> the problem lay in my code and not Away3D or preFab. happends to me everyday! :))
Fabrice On Dec 8, 2010, at 6:48 PM, John Wilson wrote: > Hi Guys, > > Well I have fixed the problem, but I have no idea how (which is a > little irritating). Thanks for your responses, they guided me towards > a solution by showing me the problem lay in my code and not Away3D or > preFab. > > Regards, > > John Wilson > > On Dec 8, 12:56 pm, John Wilson <[email protected]> > wrote: >> 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 -- Hide quoted text - >> >> - Show quoted text -
