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

Reply via email to