thank you sir :) will try and revert
On Aug 31, 4:26 pm, Fabrice3D <fabric...@gmail.com> wrote: > Look at BSPHitest class. > you will not get standard for perf reason all the data you need to identify a > given mesh. > > however the HitTest class does this on demand, either check a hit from a ray > with simple return of intersection. > the second method, "getUVIntersectPosition", returns you an array, with > position, meshname, uvs and map of the hitted face. > you can also envoke and not use the array by simply ask after you invoked the > HitTest.lastHittedMeshName; > > the names are to be compared with your known mesh names, obviously that will > be only for the meshes added to the tree. > > Fabrice > > On Aug 31, 2010, at 1:56 PM, bebensiganteng wrote: > > > hi guys, > > > i have another question regarding with the collision, is it possible > > to assign an event listener to the mesh where i can listen for any > > collision event which comes from either the BSP mesh or an added mesh > > (such as the chair) > > > something like this perhaps? > > > myMesh.collider = true; > > tree.addChild(myMesh); > > myMesh.addEventListener(Event.COLLIDED, onCollided); > > > again thanks for the wonderful support and ingenious tool :D > > > myMesh.collider = true; > > tree.addChild(myMesh); > > > On Aug 26, 5:02 pm, Fabrice3D <fabric...@gmail.com> wrote: > >> That's case "A" shown on my jpg. > >> To say it another way: everything that you can name "wall", "ceiling", > >> "floor" should be builded using case B (using no evil cubes) > >> Stuff like doors, furnitures should be addChilded to tree. > > >> Fabrice > > >> On Aug 26, 2010, at 1:45 PM, le_unam wrote: > > >>> When i create a cube which represents the outer walls, the ground and > >>> the top of my house and export this as my house. then i create the > >>> walls and export them as a bundle and add them as mesh.collider to the > >>> tree .... would it work? > > >>> On 26 Aug., 12:40, David Lenaerts <david.lenae...@gmail.com> wrote: > >>>> Also, what Fabrice hasn't mentioned (I think), is that you can't just > >>>> add a > >>>> bunch of cubes together and hand it over to the BSP generator. "Solid" > >>>> regions (the inside of walls, the outside of the world, etc) can't > >>>> contain > >>>> anything, so you can't stack intersecting cubes as walls: For > >>>> example:http://derschmale.com/bspInters.jpg > > >>>> Then one more thing, imagine being "outside the world". So if you have a > >>>> house, and that's your only region. Now imagine being outside the house. > >>>> You > >>>> can't have any outside walls there. Walls basically give the bsp system > >>>> the > >>>> signal that "hey, where I'm pointing, the player can go" (so only the > >>>> region between the outer and inner wall would be considered "solid"). In > >>>> other words, since that creates a link between solid space and (albeit > >>>> unintended) non-solid space: that's a leak and will cause errors. > > >>>> Hope that helps, > >>>> David > > >>>> On Thu, Aug 26, 2010 at 11:51 AM, le_unam <le_u...@hotmail.de> wrote: > >>>>> oh yes fabrice thats it ... the picture explains excatly what i did > >>>>> wrong ... thank you! > > >>>>> On 26 Aug., 10:59, Fabrice3D <fabric...@gmail.com> wrote: > >>>>>>> hmmm i guess the bsp/vps doesnt recognize oter walls of a cube ... > > >>>>>> Would be lots of work just to support Cube collision don't you think??? > >>>>> :)) > > >>>>>> Of course it does. All outputs straight from Prefab are with active > >>>>> collision detection. > >>>>>> If you have played with tree booleans values, its indeed possible you > >>>>> have set it off. > >>>>>> but seeing the examples and reading the messages I think its simply > >>>>> because you do not set the collision on. > > >>>>>>> Problems come when i try to add walls into this room. > > >>>>>> K, lets let first start by the beginning. > > >>>>>> You need to have a model perfectly enclosed, the cube is an example I > >>>>> gave you to make you understand you need a perfectly enclosed "solid" > >>>>> model. > >>>>>> You indeed can build a room by making a simple cube and add elements to > >>>>> it... that was an example to help you understand. > > >>>>>> if you want to set collision detection per added elements, do like > >>>>>> this: > > >>>>>> myMesh.collider = true; > >>>>>> tree.addChild(myMesh); > > >>>>>> To build a series of rooms, you need proceed otherway... Just made this > >>>>> little image to clarify a bit more. > >>>>>http://www.closier.nl/playground/bsproom.jpg > >>>>>> What you are doing is the A case, while you should build as the B case. > > >>>>>> The art is to keep the tree as simple as possible, so you add elements > >>>>> such as tables, chairs etc later on as dynamic objects. > >>>>>> Sometimes it can be wize to merge some element into the main tree. > > >>>>>> Hope it helps a bit. > > >>>>>> Fabrice > > >>>>>> On Aug 26, 2010, at 8:54 AM, le_unam wrote: > > >>>>>>> hmmm i guess the bsp/vps doesnt recognize oter walls of a cube ... > >>>>>>> only the inner ones, so that we have to build our terrain in many > >>>>>>> cubes where we walk in ... you know what i mean? maybe it is wrong but > >>>>>>> its a guess ^^ > > >>>>>>> On 26 Aug., 07:56, bebensiganteng <bebensigant...@gmail.com> wrote: > >>>>>>>> i have the same problem > > >>>>>>>>http://labs.bebensiganteng.com/flash/prefab/ > > >>>>>>>> if you see the environment i can walk through the buildings, anybody > >>>>>>>> knows why? > > >>>>>>>> On Aug 25, 6:40 pm, le_unam <le_u...@hotmail.de> wrote: > > >>>>>>>>> When trying to create my building for Prefab BSP/VPS something goes > >>>>>>>>> wrong everytime. An easy room existing from only one cube with > >>>>>>>>> invertedfaces is no problem. Problems come when i try to add walls > >>>>>>>>> into this room. Fabrice showed me a link from derschmale with the > >>>>>>>>> "rules" and its okay i think i understand them, but problems are > >>>>>>>>> coming although i was following these rules. Shell i create the > >>>>>>>>> walls > >>>>>>>>> inside with cubes or with planes? I tried both and nothing works > >>>>>>>>> with > >>>>>>>>> collision detection. They are shown but i can walk trhough. Hmm > >>>>>>>>> maybe > >>>>>>>>> someone can give me some more guidelines. > > >>>>>>>>> Thank you! > > >>>> -- > >>>> David Lenaerts > >>>> Flash platform developerhttp://www.derschmale.com