a question about collision

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davivid

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Nov 6, 2009, 6:36:57 AM11/6/09
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I have previously used the collision detection method as used in the
hotel room demo, and all though worked well for that project is not
very flexible when changes are made. I was wondering if there is any
new out of the box solution - similar to alternativa's walk class,
that can manage stairs and calculates the collisions between meshes
rather then using a map? otherwise does any body know of any tutorials/
articles on ways to achieve this?

thanks.

Li

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Nov 6, 2009, 8:10:25 AM11/6/09
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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 detection http://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.

dp

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Nov 9, 2009, 6:39:31 AM11/9/09
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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

ColouredFunk

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Nov 9, 2009, 11:27:44 AM11/9/09
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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

dp

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Nov 9, 2009, 11:37:21 AM11/9/09
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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
>

ColouredFunk

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Nov 9, 2009, 11:49:08 AM11/9/09
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How so you debug it though as you can't see how it's using the map..?

dp

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Nov 9, 2009, 12:05:51 PM11/9/09
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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..?
>

wsvdmeer

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Nov 9, 2009, 4:00:26 PM11/9/09
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Hi, there this is my first reply here and i'm fairly new at away3d but
for a project i'm working on i'm using a different aproach to
collision detection.
The class uses a small map and the bitmap.getPixels function to check
the collision.
You can check it out here: http://labs.speak.nl/3d/away3d/demo14/bin/
I can post the class if you want.

ColouredFunk

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Nov 9, 2009, 4:02:25 PM11/9/09
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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

wsvdmeer

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Nov 9, 2009, 4:31:03 PM11/9/09
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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")

wsvdmeer

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Nov 9, 2009, 4:39:22 PM11/9/09
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Sorry for the bad link... the link is : labs.speak.nl/3d/away3d/demo14/
collision.rar

Fabrice3D

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Nov 9, 2009, 5:28:51 PM11/9/09
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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

Li

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Nov 9, 2009, 5:39:39 PM11/9/09
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No, unfortunately JigLibFlash doesn't support complex meshes yet (as far as I know) and you have to reconstruct everything with primitives.

ColouredFunk

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Nov 9, 2009, 6:06:54 PM11/9/09
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That's the bit I'm really struggerling with; the reactions / the resolves.

Msvdmeer would it be possible to share your camera movement methods
with the integration of the collision detection? This would really
save me from going bold :)

thanks..

dp

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Nov 9, 2009, 6:34:02 PM11/9/09
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thanks, thought that might be the case as couldn't find anything -
lets hope a feature like that happens soon.

I was wondering though - how are the dimensions of an imported mesh
used in away3d. Say in max I create a box of 5x5x3 meters, would it be
as simple as creating a new Cube({width:5,height:5,depth:3}) or 50..,
or 500.., or something different all together?

Li

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Nov 9, 2009, 6:40:20 PM11/9/09
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One of the classes that comes with JigLibFlash is intended to automatically generate bodies from Away3D primitives, check that out. i remember tweaking that class and generating a few accessory ones to break down oriented bounding boxes on a geometry to a series of primitives automatically. It wasn't easy, but its doable.

wsvdmeer

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Nov 10, 2009, 1:30:51 AM11/10/09
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Hey ColouredFunk i'll try and create a FirstPersonCamera class that
handles the movement/look and collision in combination with my UserMap
class.
I think i could be done by the end of the day and then i'll post it
here.

Greetz WS

colouredfunk

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Nov 10, 2009, 11:21:48 AM11/10/09
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Sweet thanks!!!

Can't wait to see it :)

colouredfunk

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Nov 12, 2009, 7:12:15 AM11/12/09
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Hey Wsvdmee,

I've been playing out with your collision class, but I can't get the
2d position to aline with the 3d world...

Have you got any idea where I could be going wrong??

var xpos:Number = (camera.x / (_envWidth / _userMap.width)) +
_userMap.width / 2;
var ypos:Number = -(camera.z / (_envHeight / _userMap.height)) +
_userMap.height / 2;

_envWidth and _envHeight are the dimensions of the 3ds file...

Thanks



On Nov 10, 4:21 pm, colouredfunk <colour...@googlemail.com> wrote:
> Sweet thanks!!!
>
> Can't wait to see it :)
>
> On Nov 10, 6:30 am, wsvdmeer <wsvdm...@hotmail.com> wrote:
>
> > Hey ColouredFunk i'll try and create a FirstPersonCamera class that
> > handles the movement/look andcollisionin combination with my UserMap
> > class.
> > I think i could be done by the end of the day and then i'll post it
> > here.
>
> > Greetz WS
>
> > On 10 nov, 00:06, ColouredFunk <colouredf...@googlemail.com> wrote:
>
> > > That's the bit I'm really struggerling with; the reactions / the resolves.
>
> > > Msvdmeer would it be possible to share your camera movement methods
> > > with the integration of thecollisiondetection? This would really

wsvdmeer

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Nov 12, 2009, 9:46:15 AM11/12/09
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Hey colouredfunk,

I adjusted the UserMap class and posted a tutorial on my blog :
http://wsvdmeer.blogspot.com/2009/11/away-3d-2d-collision-detection.html
I'm not that great at writing tutorials so if you still have a problem
with the class let me know.

On 12 nov, 13:12, colouredfunk <colouredf...@googlemail.com> wrote:
> Hey Wsvdmee,
>
> I've been playing out with your collision class, but I can't get the
> 2d position to aline with the 3d world...
>
> Have you got any idea where I could be going wrong??
>
> var xpos:Number = (camera.x  / (_envWidth / _userMap.width)) +
> _userMap.width / 2;
> var ypos:Number = -(camera.z / (_envHeight / _userMap.height)) +
> _userMap.height / 2;
>
> _envWidth and _envHeight are the dimensions of the 3ds file...
>
> Thanks
>

wsvdmeer

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Nov 13, 2009, 5:13:48 AM11/13/09
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Hey colouredfunk,

Did it work?

colouredfunk

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Nov 13, 2009, 5:43:18 AM11/13/09
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Yeah JUST finished getting it working :) I think the problem was not
having the object in 3ds Max in the middle of the scene...... I still
have to have it offset slightly, but I got it working through a bit of
trial and error!

Thanks so much for creating a class for it, really helping me out
here :)

I've now got to sort out the camera reaction to the collisions :s

Any tips ? :o

Thanks again



On Nov 13, 10:13 am, wsvdmeer <wsvdm...@hotmail.com> wrote:
> Hey colouredfunk,
>
> Did it work?
>
> On 12 nov, 15:46, wsvdmeer <wsvdm...@hotmail.com> wrote:
>
> > Hey colouredfunk,
>
> > I adjusted the UserMap class and posted a tutorial on my blog :http://wsvdmeer.blogspot.com/2009/11/away-3d-2d-collision-detection.html
> > I'm not that great at writing tutorials so if you still have a problem
> > with the class let me know.
>
> > On 12 nov, 13:12, colouredfunk <colouredf...@googlemail.com> wrote:
>
> > > Hey Wsvdmee,
>
> > > I've been playing out with yourcollisionclass, but I can't get the

wsvdmeer

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Nov 13, 2009, 6:09:54 AM11/13/09
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Hey colouredfunk,

I just put up a new tutorial for my firspersoncamera and
firstpersoncontrols classes:
http://wsvdmeer.blogspot.com/2009/11/away3d-firstperson-movement-and-camera.html

If you use these classes in combination with my collision class you
can set the controls.zspeed and controls.xpseed to 0 on collision.
I constantly keep track of the object i'm moving and save it's
position in a Number3D for example:

var cameraPosition:Number3D = new Number3D()
cameraPosition = camera.position

If a collision occures i reset the camera to it's old position
(cameraPosition):

so the code would look like this:

function onCollision(event:CollisionEvent):void{
controls.xspeed = 0
controls.yspeed = 0
camera.position = cameraPosition
}

Hope this helps :D

colouredfunk

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Nov 13, 2009, 6:26:37 AM11/13/09
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genius!!! Dude, you are seriously a life saver :)

I'll let you know how I get on :)

On Nov 13, 11:09 am, wsvdmeer <wsvdm...@hotmail.com> wrote:
> Hey colouredfunk,
>
> I just put up a new tutorial for my firspersoncamera and
> firstpersoncontrols classes:http://wsvdmeer.blogspot.com/2009/11/away3d-firstperson-movement-and-...
>
> If you use these classes in combination with mycollisionclass you
> can set the controls.zspeed and controls.xpseed to 0 oncollision.
> I constantly keep track of the object i'm moving and save it's
> position in a Number3D for example:
>
> var cameraPosition:Number3D = new Number3D()
> cameraPosition = camera.position
>
> If acollisionoccures i reset the camera to it's old position

colouredfunk

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Nov 13, 2009, 7:04:01 AM11/13/09
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Hey, I've just realised if I look down with the mouse then navigate
forward, the camera will actually move downwards through the floor...
Don't know why it's doing that, as your using the MoveForward methods,
so it should calculate it accordingly ...?...

wsvdmeer

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Nov 13, 2009, 7:10:55 AM11/13/09
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In your render function just keep your camera at a specific height:

function render(){
camera.look();
camera.y = 300
ctrls.update();
view.render();

colouredfunk

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Nov 13, 2009, 7:36:41 AM11/13/09
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OK getting there....The collision detection isn't working at the
moment... the event gets dispatched and picked up by onCollision, but
the camera keeps on walking and doesn't stop...,

here is my code

private function onCollision(e:CollisionEvent):void
{
trace("onCollision")
_controls.xspeed = 0
_controls.zspeed = 0
camera.position = cameraPosition
}

private functionr render():void
{
cameraPosition = camera.position
if (move) camera.look()
if (_controls.moveForward) {
camera.moveForward(+_controls.zspeed);
}
if (_controls.moveBackward) {
camera.moveBackward(-_controls.zspeed);
}
if (_controls.moveLeft) {
camera.moveLeft(-_controls.xspeed);
}
if (_controls.moveRight) {
camera.moveRight(+_controls.xspeed);
}
camera.y = -20
_controls.update()
view.render();

wsvdmeer

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Nov 13, 2009, 7:54:08 AM11/13/09
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Hey Colouredfunk,

Just keep your camera at one point:

function render(event:Event):void{
camera.look()
camera.y = 300
controls.update()
view.render()
}

On 13 nov, 13:04, colouredfunk <colouredf...@googlemail.com> wrote:

wsvdmeer

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Nov 13, 2009, 8:00:32 AM11/13/09
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Crap posted the same answer twice haha sorry for that , quite new here
at google groups.

Try placing the camera postition after its moment like so :


private functionr render():void
{

if (move) camera.look()
if (_controls.moveForward) {
camera.moveForward
(+_controls.zspeed);
}
if (_controls.moveBackward) {
camera.moveBackward(-
_controls.zspeed);
}
if (_controls.moveLeft) {
camera.moveLeft(-
_controls.xspeed);
}
if (_controls.moveRight) {
camera.moveRight
(+_controls.xspeed);
}
camera.y = -20
cameraPosition =
camera.position
_controls.update()

colouredfunk

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Nov 13, 2009, 8:00:43 AM11/13/09
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Sorry do you mean take out :

if (_controls.moveForward) {
camera.moveForward
(+_controls.zspeed);
}
if (_controls.moveBackward) {
camera.moveBackward(-
_controls.zspeed);
}
if (_controls.moveLeft) {
camera.moveLeft(-
_controls.xspeed);
}
if (_controls.moveRight) {
camera.moveRight
(+_controls.xspeed);
}

when I do this, the camera does move on keypress...

Sorry to be a paid

wsvdmeer

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Nov 13, 2009, 8:02:14 AM11/13/09
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Hehe no posted the answer of one of your older questions:P sorry for
confusing you

colouredfunk

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Nov 13, 2009, 8:17:44 AM11/13/09
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haha no worries, it's ealisy done at the moment..

I've tried what you said, but still keeps on walking.... :s

colouredfunk

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Nov 13, 2009, 10:40:40 AM11/13/09
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still walking through walls!!! any idea where I could be going wrong?

colouredfunk

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Nov 13, 2009, 3:51:41 PM11/13/09
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WoHoo! Sorted :)

Thanks for all your help wsvdmeer!!

Peter Kapelyan

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Nov 13, 2009, 4:01:21 PM11/13/09
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What was it? :)

I think this is a great thing to learn about, seems like many people could benefit from a good (or at least, halfway decent) collision thingamajig in Flash 3D.

-Pete
--
___________________

Actionscript 3.0 Flash 3D Graphics Engine

HTTP://AWAY3D.COM

wsvdmeer

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Nov 16, 2009, 3:02:46 AM11/16/09
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Hey Colouredfunk i'm interested as well in your solution :D.
If it has something to do with my classes i like to know so i can fix
it if neccesary.
What project did you use it on by the way?

colouredfunk

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Nov 13, 2009, 8:14:08 AM11/13/09
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hahah no worries, it;s easily done at the moment! I'll check it out!
Thanks :)

On Nov 13, 1:02 pm, wsvdmeer <wsvdm...@hotmail.com> wrote:

wsvdmeer

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Nov 13, 2009, 9:09:44 AM11/13/09
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This should work:

private functionr render():void {

//Look
if (move){
camera.look()
}

//Move
if (_controls.moveForward) {
camera.moveForward (+_controls.zspeed);
}
if (_controls.moveBackward) {
camera.moveBackward(- _controls.zspeed);
}
if (_controls.moveLeft) {
camera.moveLeft(- _controls.xspeed);
}
if (_controls.moveRight) {
camera.moveRight (+_controls.xspeed);
}

//Collision
userMap.originalPosition = camera.position
if (_controls.moving) {
player2d.x = userMap.position.x
player2d.y = userMap.position.y
}

//Place camera
camera.y = -20
cameraPosition = camera.position

//Update controls
_controls.update()

//Render
view.render();

colouredfunk

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Nov 17, 2009, 8:43:31 AM11/17/09
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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 -
>
> - Show quoted text -

wsvdmeer

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Nov 17, 2009, 8:55:42 AM11/17/09
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Hey Colouredfunk,

Good to here i could help you out:)
I think the problem with the offset of the map has to do with the
model your using, my target is a standard cone and everything works
wel.
My class does nothing with the dimensions of the target so the
collision is registered from the absolute center of the target that
could also be the cause of your problem.
If you have ideas about new features for the classes i'm all ears :).
And if your project is done and online somewhere i would love to see
it.

Greetz WS
> ...
>
> meer lezen »

colouredfunk

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Nov 24, 2009, 4:52:37 AM11/24/09
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Hey wsvdmeer,

The project is far from finished unfortunately... I'll try and put
something online soon. It's going to be a interactive museum, that's
the plan anyway :)

FYI, I did change another of your classes the other, added support
for the usermap to calculate positions other than the middle, so 3d
objects can be anywhere in the scene..

public function offSet(x:Number, y:Number):void {
_offsetX = x*-1
_offsetY = y*-1
}

var xpos:Number = ((_originalPoint.x+_offsetX) / (_originalWidth /
_bitmapData.width)) + _bitmapData.width / 2;
var ypos:Number = -((_originalPoint.y+_offsetY) / (_originalHeight /
_bitmapData.height)) + _bitmapData.height / 2;


Cheers

On Nov 17, 1:55 pm, wsvdmeer <wsvdm...@hotmail.com> wrote:
> Hey Colouredfunk,
>
> Good to here i could help you out:)
> I  think the problem with the offset of the map has to do with the
> model your using, my target is a standard cone and everything works
> wel.
> My class does nothing with the dimensions of the target so thecollisionis registered from the absolute center of the target that
> could also be the cause of your problem.
> If you have ideas about new features for the classes i'm all ears :).
> And if your project is done and online somewhere i would love to see
> it.
>
> Greetz WS
>
> On 17 nov, 14:43, colouredfunk <colouredf...@googlemail.com> wrote:
>
> > 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 thecollisionposition, rather than the point just before the
> >collisiontook 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 thecollisionmap to reflect the correct position of
> ...
>
> read more »

wsvdmeer

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Nov 24, 2009, 8:48:02 AM11/24/09
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Hey Colouredfunk,

Thanks for the code snippet i implemented it in the usermap class :).
> ...
>
> meer lezen »

wsvdmeer

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Nov 24, 2009, 8:56:46 AM11/24/09
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Fabrice3D

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Nov 24, 2009, 9:35:45 AM11/24/09
to away3...@googlegroups.com
Hey wsvdmeer,
The url to see class(es) is broken.
I'm curious to look at it, since it seams, reading at your blogtext,
doing less in terms of events than collisionMap class
but you mention not being able to setup the collisionMap the right way.
So I would like to see where your approach could help improve the
native one...

Of course I'm talking in terms of collision events here, not reactions.

Fabrice

wsvdmeer

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Nov 24, 2009, 10:01:31 AM11/24/09
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Hey Fabrice,

Thanks for pointing out the broken link, i fixed it sou you can view
the classes.
The class is indeed a bit different then your class. i only check one
color and not multiple ones.
I've tried to write the explenations/comments of the class usage as
much as possible.
If you have any questions let me know :).


On 24 nov, 15:35, Fabrice3D <fabric...@gmail.com> wrote:
> Hey wsvdmeer,
> The url to see class(es) is broken.
> I'm curious to look at it, since it seams, reading at your blogtext,  
> doing less in terms of events than collisionMap class
> but you mention not being able to setup the collisionMap the right way.
> So I would like to see where your approach could help improve the  
> native one...
>
> Of course I'm talking in terms of collision events here, not reactions.
>
> Fabrice
>
> On Nov 24, 2009, at 2:56 PM, wsvdmeer wrote:
>
>
>
> > FYI :http://wsvdmeer.blogspot.com/2009/11/away3d-2d-collision-detection-up...
> ...
>
> meer lezen »

wsvdmeer

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Nov 30, 2009, 6:59:08 AM11/30/09
to away3d.dev
Just updated the UserMap Class to version 1.3 replacing the getters/
setters for public variables:
http://wsvdmeer.blogspot.com/2009/11/away3d-2d-collision-detection-update_30.html

On 24 nov, 16:01, wsvdmeer <wsvdm...@hotmail.com> wrote:
> Hey Fabrice,
>
> Thanks for pointing out the broken link, i fixed it sou you can view
> the classes.
> The class is indeed a bit different then your class. i only check one
> color and not multiple ones.
> I've tried to write the explenations/comments of the class usage as
> much as possible.
> If you have any questions let me know :).
>
> On 24 nov, 15:35, Fabrice3D <fabric...@gmail.com> wrote:
>
>
>
> > Hey wsvdmeer,
> > The url to see class(es) is broken.
> > I'm curious to look at it, since it seams, reading at your blogtext,  
> > doing less in terms of events than collisionMap class
> > but you mention not being able to setup the collisionMap the right way.
> > So I would like to see where your approach could help improve the  
> > native one...
>
> > Of course I'm talking in terms ofcollisionevents here, not reactions.
> ...
>
> meer lezen »
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