thats the way CollsionMap.as works. It handles multiple colors
but do not handle the reaction, it remains custom for this class.

I got distracted by other stuffs, but the idea is (one day) to add some basic reactions to it...

Fabrice
On Nov 9, 2009, at 10:31 PM, wsvdmeer wrote:

I'm working on this project for about 2 weeks now i first used the
collisionExample.fla but if i needed to adjust the map i couldnt get
it working properly.
My class uses a simple bitmap and checks for the color.
The calculations are the same as in the collisionExample.fla but
instead of checking the collision of the camera i'm checking the
collision of the dot on the map :).
If there is a collision i dispatch a custom event and reset the camera/
cone/2d player to the old position.

You can find the UserMap  and CollisionEvent classes here :http://
labs.speak.nl/3d/away3d/demo14/src/collision.rar

It's used like this:

//CREATE MAP
var userMap:UserMap = new UserMap(yourmapbitmapdata);
this.addChild(userMap);
userMap.addEventListener(CollisionEvent.COLLISION,onCollision,false,
0,true);


//RENDER ON ENTERFRAME
private var render(event:Event):void{
var xpos:Number = (camera.x  / (envWidth / userMap.width)) +
userMap.width / 2;
var ypos:Number = -(camera.z / (envHeight / userMap.height)) +
userMap.height / 2;
var playerPoint:Point = new Point(xpos, ypos);
userMap.position = playerPoint
}

//COLLISION
private function onCollision(event:CollisionEvent):void {
trace("collision")
}



On 9 nov, 22:02, ColouredFunk <colouredf...@googlemail.com> wrote:
Wow that must have taken ages! I've been pulling my hair out over
this. Have you checked out the collisionmapExample.fla in the files?

It's got some good easy collision detection on it. I've tried it and
it works well, apart from the fact I can't get it to resolve the
camera position after a collision....!! :s



On Monday, November 9, 2009, dp <mrdavepen...@googlemail.com> wrote:
I did it purely through trial and error, making an adjustment to the
image, loading it up and checking the collision. I'm sure there must
be a better way though.

On Nov 9, 5:49 pm, ColouredFunk <colouredf...@googlemail.com> wrote:
How so you debug it though as you can't see how it's using the map..?

On Monday, November 9, 2009, dp <mrdavepen...@googlemail.com> wrote:
Yeah, I've adapted it for a couple of examples. I too had problems
with it crashing, I seem to remember just rotating the image solved that problem. Then once it is loading keep making adjustments to the
image until it works well with your floorplan

On Nov 9, 5:27 pm, ColouredFunk <colouredf...@googlemail.com> wrote:
Hey Davivd,

I'm trying to adopt the collision detection from the frustum hotel
example too, did you have any luck changing it for different room
positions/sizes..

It keeps on crashing out on me when I try and change anything on it..

Thanks in advance

On Monday, November 9, 2009, dp <mrdavepen...@googlemail.com> wrote:
Thanks for those suggestions, both could be suitable for the job. Do you know if it possible to import my 3ds mesh into JigLibFlash and
have it produce the equivalent, or would I need to code a
representation of it using the primitives?

On Nov 6, 2:10 pm, Li <paleblue...@gmail.com> wrote:
You could plug JigLibFlash to Away3D. It is a 3D physics engine and it can manage collisions between cubes, spheres, cylinders, etc. For every mesh that you want to be physically active, you'll need to produce an equivalent in the physics engine. From there on JigLibFlash relates them to each other.

I also made an article about simple bounding box collision detectionhttp://www.lidev.com.ar/?p=295 but it does not resolve collisions, simply detects them. If you feel like
developing though, you could see how to make the response.

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