Sorry for the delay in my reply, I managed to get a cold from
somewhere (probably working to hard)... All better now though :)
The problem was with cameraPosition = camera.position, it was being
set to the collision position, rather than the point just before the
collision took place.
Although I had it all in the same order as you, it just wasn't working
for some strange reason. But when I put the camera movements into a
separate method..Bingo it worked. I'm still not completely convinced
this is what was causing the problem, it now works and I'm not going
to spill more blood getting to the bottom of it. :)
I can't thank you enough for helping me out!
Your classes seem solid, and I didn't need to change them to get it to
work, it was more of the integration process... I did however update
your FirstPersonCamera class, as I wanted the camera look to respond
to a mouse click event, with each click relative to the current camera
pan and tilt. I can send that over if you are interesting?
Integration aside, there is one problem I had thinking about it; and
that's getting the collision map to reflect the correct position of
the camera relative to the 3D space. I solved the problem by changing
the position of where the model was in 3Ds Max before exporting it to
a 3DS file. The two positions between the 2D and 3D world started to
line up when the model is in the middle, but I still had to offset it
slightly to get it to match perfectly.
Have you had any problems like this? I've got quite a few rooms to do,
and that trial and error process of lining-up, to a long time. So I
wonder what the definitive solution is for that?
Thanks again!
> > > > > > > > > > > > > > > > No, unfortunately JigLibFlash doesn't support complex meshes yet (as far as I know) and you have to reconstruct everything with primitives.- Hide quoted text -
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