Camera Collision Detection - Is It Possible?

Hi,
I am making a 3D RPG game and I would like to know if it is possible to get collision detection on a camera created in Adobe Director 11.  I have my 3D character running through an underground maze and he detects correctly on the walls of the maze.  However, I also have a camera as a child to the character so this moves with him.  I have added a bounding-box to this camera but it still doesn't detect whereas the gunBB works fine, as does the characterBB.
This is really confusing and I don't know what I am doing wrong.  Any help would be really appreciated!
Thanks, Phil.

Thanks for the reply.  It is not exactly what I am looking for as the script is different than the style I am using.  This is the script I have got so far, I have also added an extra camera to view what is happening.
property pSprite, p3Dmember -- reference to the 3D member
--property pLevel, maze -- Level
--property pLeftArrow, pRightArrow, pDownArrow, pUpArrow -- arrow keys
--property pCharacter -- character in the 3D world
--property pTofuBB, pGunBB, gun --  character + gun
--property gUseGun, hasGun
--property pCamera, pCameraBoundingBox --camera and bounding box
--property barrier,mountains,exitmaze
--property door1, door2, turret, turretgun
--property keylist, keypresslist -- for keys pressed
--on beginSprite me
--  -- define the 3D cast member
--  p3Dmember = sprite(me.spriteNum).member
--  -- reset the 3D world
--  p3Dmember.resetWorld()
--  pSprite = sprite(me.spriteNum)
--  pCamera = pSprite.camera
--  -- define level as 3DS level Plane - must all be defined after resetWorld()
--  pLevel = p3Dmember.model("landscape")
--  mountains = p3Dmember.model("mountains")
--  turret = p3Dmember.model("turret")
--  turretgun = p3Dmember.model("turretgun")
--  maze = p3Dmember.model("maze")
--  exitmaze = p3Dmember.model("exitmaze")
--  pCharacter = p3Dmember.model("hero")
--  gun = p3Dmember.model("gun")
--  barrier = p3Dmember.model("barrier")
--  door1 = p3Dmember.model("door1")
--  door2 = p3Dmember.model("door2")
--  -- stop hero walking biped animation
--  pCharacter.bonesPlayer.pause()
--  -- below for key control
--  keylist = []
--  keypresslist = []
--  -- this sets up a list of keycodes to track.
--  -- this code covers the arrow keys only, it could be changed to cover a full range of keys
--  repeat with i = 123 to 126
--    keylist[i] = i -- this creates a list of keycodes to track
--    keypresslist[i] = 0 -- this creates a "last state" list that corresponds to the keycode.
--    --keypresslist tracks the last known state of that key, so we can tell when a keypress has changed.
--  end repeat
--  -- key control end
--  createBoundingBoxes
--  createLight
--end
-- code used to create bounding boxes
--on createBoundingBoxes
--  -- create tofu bounding box for character
--  tofuBB_MR = p3Dmember.newModelResource("tofuBox",#box)
--  tofuBB_MR.height = 235
--  tofuBB_MR.width = 235
--  tofuBB_MR.length = 500
--  pTofuBB = p3Dmember.newModel("tofuBox",tofuBB_MR)
--  pTofuBB.worldPosition = pCharacter.worldPosition
--  -- create parent child relationships
--  pCharacter.addChild(pTofuBB, #preserveWorld)
--  invisShader = p3Dmember.newShader("invisShader",#standard)
--  invisShader.transparent = TRUE
--  invisShader.blend = 50
--  pTofuBB.shaderlist = p3Dmember.shader("invisShader")
--  pCamera = p3Dmember.newCamera("camera")
--  frontCam = p3Dmember.newCamera("frontCam")
--  frontCam.fieldOfView = 35
--  frontCam.transform.position = vector(-14150,-3100,-600)
--  frontCam.transform.rotation = vector(90,0,180)
--  pSprite.camera = p3Dmember.camera("frontCam")
--  pCamera.fieldOfView = 75
--  pCamera.transform.position = vector(500,1800,450) --450
--  pCamera.transform.rotation = vector(90,0,180)
--  pSprite.camera = p3Dmember.camera("camera")
--  cameraModRes = p3Dmember.newModelResource("cameraModRes",#sphere)
--  cameraModRes.radius = 200
--  pCameraBoundingBox = p3Dmember.newModel("CameraBoundingBox",cameraModRes)
--  pCameraBoundingBox.worldPosition = pCamera.worldPosition
--  pCameraBoundingBox.shaderList = p3Dmember.shader("invisShader")
--  pCamera.addChild(pCameraBoundingBox, #preserveWorld)
--  pCharacter.addChild(pCamera,#preserveWorld)
--  -- create gun bounding box
--  gun.worldposition.z = gun.worldposition.z + 200
--  gunMR = p3Dmember.newModelResource("gunSphere",#sphere)
--  gunMR.radius = 218
--  pGunBB = p3Dmember.newModel("gunSphere", gunMR)
--  pGunBB.worldPosition = gun.worldPosition
--  pGunBB.shaderList = p3Dmember.shader("invisShader")
--  pGunBB.addChild(gun, #preserveWorld)
--end
-- code below used to light up level
--on createLight
--  -- create a point 'bulb' type light
--  p3Dmember.newLight("Bulb Light", #point )
--  -- position the light
--  p3Dmember.light("Bulb Light").transform.position = vector(0,0,100)
--  -- define light color and intensity
--  p3Dmember.light("Bulb Light").color = rgb(255,255,255)
--  -- Make the character model a parent of the light
--  -- Bulb Light becomes a child of pCharacter
--  -- This is done so that the light will always move
--  -- with the character.
--  pCharacter.addChild(p3Dmember.light("Bulb Light"),#preserveParent)
--end
--on keyUp me
--  --pCharacter.bonesPlayer.pause()
--  --if keypressed("s")
--end
--on keydown me
--  if keypressed("c") then changeCamera
--end
--on changeCamera
--  -- check the sprites camera and switch
--  if pSprite.camera = p3Dmember.camera("frontCam") then
--     pSprite.camera = p3Dmember.camera("camera")
--     else
--     pSprite.camera = p3Dmember.camera("frontcam")
--     end if
--end
--on exitFrame me
-- below detects which keys are pressed
--repeat with i = 1 to keylist.count
--inewstate= keypressed( keylist[i] )
--if keypresslist[i] <> inewstate then -- this means the key changed status from whether it's up or down
--if inewstate= 0 then
-- they key was released
--keyLastReleased = keylist[i]
--if (keyLastReleased=123) then pLeftArrow = 0 -- 123 = left arrow key
--if (keyLastReleased=124) then pRightArrow = 0 -- 124 = right arrow key
--if (keyLastReleased=125) then
--pDownArrow = 0 -- 125 = down arrow key
--pCharacter.bonesPlayer.pause()
--end if
--if (keyLastReleased=126) then
--pUpArrow = 0 -- 126 = up arrow key
--pCharacter.bonesPlayer.pause()
--end if
--else
-- the key was pressed
--keyLastPressed = keylist[i]
--if (keyLastPressed=123) then pLeftArrow = 1 -- 123 = left arrow key
--if (keyLastPressed=124) then pRightArrow = 1 -- 124 = right arrow key
--if (keyLastPressed=125) then pDownArrow = 1 -- 125 = down arrow key
--if (keyLastPressed=126) then pUpArrow = 1 -- 126 = up arrow key
--end if
--keypresslist[i] = inewstate-- update so we remember its new state.
--end if
--end repeat
-- by the time this repeat loop has finished, keypresslist will contain a complete index of what keys
-- are held down, and which aren't.
-- Note: most keyboards have a limit on how many keys they'll track simultaneously.
--checkCollisions
--characterMove
-- gun collision start
--if gUseGun = TRUE then
--pTofuBB.addChild(pGunBB,#preserveParent)
--pGunBB.worldPosition = pTofuBB.worldPosition
--pGunBB.worldPosition.z = 500
--pGunBB.worldPosition.x = pCharacter.worldPosition.x - 150 --50
---pGunBB.worldPosition.y = -860
--pGunBB.rotate(0,0,-240)
--pCharacter.bonesPlayer.pause()
--gUseGun = FALSE
--hasGun = TRUE
--end if
-- gun collision end
--end
--on characterMove
-- if the right arrow is pressed,
-- rotate the character 5 degrees about the z-axis
--if pRightArrow then
-- rotate character and camera
--pCharacter.rotate(0,0,-2)
--end if
--if the left arrow is pressed,
-- rotate character -5 degrees about the z-axis
--if pLeftArrow then
--pCharacter.rotate(0,0,2)
--end if
-- if the up arrow is pressed,
-- move the character 5 pixels along the y-axis
--if pUpArrow then
--if (pcharacter.bonesPlayer.playing = 0) then
--pCharacter.bonesplayer.loop = true
--if (_key.shiftDown) then
--pCharacter.bonesPlayer.playRate = 2
--if (hasGun = TRUE) then -- running
--pCharacter.bonesplayer.play("hero", 1, 6270, 8330, 1)
--else
--pCharacter.bonesplayer.play("hero", 1, 2067, 4130, 1)
--end if
--else
--pCharacter.bonesPlayer.playRate = 1
--if (hasGun = TRUE) then -- walking
--pCharacter.bonesplayer.play("hero", 1, 4200, 6200, 1)
--else
--pCharacter.bonesplayer.play("hero", 1, 0, 2000, 1)
--end if
--end if
--end if -- bonesPlayer playing
--if (_key.shiftDown) then
--pCharacter.translate(120,0,0)
--else
--pCharacter.translate(50,0,0)
--end if
--end if
-- if the down arrow is pressed,
-- move the character -5 pixels along the y-axis
--if pDownArrow then
--if (pcharacter.bonesPlayer.playing = 0) then
--pCharacter.bonesplayer.loop = true
--if (_key.shiftDown) then
--pCharacter.bonesPlayer.playRate = 2
--if (hasGun = TRUE) then -- running
--pCharacter.bonesplayer.play("hero", 1, 6270, 8330, 1)
--else
--pCharacter.bonesplayer.play("hero", 1, 2067, 4130, 1)
--end if
--else
--pCharacter.bonesPlayer.playRate = 1
--if (hasGun = TRUE) then -- walking
--pCharacter.bonesplayer.play("hero", 1, 4200, 6200, 1)
--else
--pCharacter.bonesplayer.play("hero", 1, 0, 2000, 1)
--end if
--end if
--end if -- bonesPlayer playing
--if (_key.shiftDown) then
--pCharacter.translate(-120,0,0)
--else
--pCharacter.translate(-50,0,0)
--end if
--end if
-- floor collision
--thisPosn = pTofuBB.worldPosition
-----thisPosn.z = 1000
--tModelList = [pLevel, maze, door1, door2] -- removed wall as its no longer on level
--tOptionsList = [#levelOfDetail: #detailed, #modelList: tModelList]
--thisData = p3Dmember.modelsUnderRay(thisPosn,vector(0,0,-1),tOptionsList)
--if thisData.count then
--totalCount = thisData.count
--repeat with dataIndex = 1 to totalCount
--terrainPosn = thisData[dataIndex].isectPosition
--- if (thisData[dataIndex].model = pLevel) then
--tDiff = (terrainPosn.z - pTofuBB.worldPosition.z) + 375
--pCharacter.translate(0,0,tDiff,#world)
--exit repeat
--end repeat
--end if
--end
--on checkCollisions
--tModelList = [pGunBB, barrier, mountains, maze, exitmaze, turret, turretgun]
--tOptionsList = [#maxNumberOfModels: 2, #levelOfDetail: #detailed, #modelList: tModelList, #maxDistance: 300]
-- make 4 rays around character checking for collisions, 90 degrees apart
--repeat with i = 1 to 18
--pCharacter.rotate(0,0,20,#self)
--returnData = p3Dmember.modelsUnderRay(pCharacter.worldPosition,pCharacter.transform.xAxis,tOptionsList )
--if (returnData.count) then
-- first in array is closest
--checkObjectFoundDistance(returnData[1])
--end if
--end repeat
--end
--on checkObjectFoundDistance thisData -- check distance from collision with objects
--dist = thisData.distance
-- check if distance is less than width of bounding box
--if (dist < 150) then
--case thisData[#model].name of
--"gunSphere":
--gUseGun = TRUE
--"barrier":
-- get distance of penetration
--diff = 150 - dist
-- calculate vector perpend icular to the wall's surface to move the character
-- using the #isectNormal property
--tVector = thisData.isectNormal * diff
-- move the character in order to resolve the collision
--pCharacter.translate(tVector,#world)
--end case
--end if
--if (dist < 150) then
--case thisData[#model].name of
--"gunSphere":
--gUseGun = TRUE
--"mountains":
-- get distance of penetration
--diff = 150 - dist
-- calculate vector perpend icular to the wall's surface to move the character
-- using the #isectNormal property
--tVector = thisData.isectNormal * diff
-- move the character in order to resolve the collision
--pCharacter.translate(tVector,#world)
--end case
--end if
--if (dist < 150) then
--case thisData[#model].name of
--"gunSphere":
--gUseGun = TRUE
--"maze":
-- get distance of penetration
--diff = 150 - dist
-- calculate vector perpend icular to the wall's surface to move the character
-- using the #isectNormal property
--tVector = thisData.isectNormal * diff
-- move the character in order to resolve the collision
--pCharacter.translate(tVector,#world)
--end case
--end if
--if (dist < 150) then
--case thisData[#model].name of
--"gunSphere":
--gUseGun = TRUE
--"exitmaze":
-- get distance of penetration
--diff = 150 - dist
-- calculate vector perpend icular to the wall's surface to move the character
-- using the #isectNormal property
--tVector = thisData.isectNormal * diff
-- move the character in order to resolve the collision
--pCharacter.translate(tVector,#world)
--end case
--end if
--if (dist < 150) then
--case thisData[#model].name of
--"gunSphere":
--gUseGun = TRUE
--"turret":
-- get distance of penetration
--diff = 150 - dist
-- calculate vector perpend icular to the wall's surface to move the character
-- using the #isectNormal property
--tVector = thisData.isectNormal * diff
-- move the character in order to resolve the collision
--pCharacter.translate(tVector,#world)
--end case
--end if
--if (dist < 150) then
--case thisData[#model].name of
--"gunSphere":
--gUseGun = TRUE
--"turretgun":
-- get distance of penetration
--diff = 150 - dist
-- calculate vector perpend icular to the wall's surface to move the character
-- using the #isectNormal property
--tVector = thisData.isectNormal * diff
-- move the character in order to resolve the collision
--pCharacter.translate(tVector,#world)
--end case
--end if
--end

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  • Using ModelsUnderRay Collision detection

    Ok first things first. I know you guys who have been reading
    my other post is going to get confused after reading this post so
    let me make myself clear. First yes I was previously trying to
    Havok, but I could not get my car to work with it. So This is why I
    am now asking stuff about ModelsUnderRay collision detection.
    Second, I found this tutorial at
    http://www.fbe.unsw.edu.au/learning/director/,
    and all things seem to go pretty good with using the max File the
    tutorial uses. Meaning I have not tried this on my car as of yet.
    In addition, considering that things seem to work with the
    tutorial, I now came up with a new question. Basically, if I am
    correct, I think by using the code below, this is not going to work
    with my car when the car is going up a hill. I conclude this by
    knowing that the tutorial just uses a character, meaning it is not
    like a using something like a car that has a chassis and 4 wheels.
    So my question is this... How can I get the chassis to follow the
    angle of the hill if I am using a behaviour that looks something
    like this...
    on collisionDetect me
    -- create a list to store collision data created by
    modelsUnderRay
    -- cast ray to left
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    -pCharacter.transform.yAxis,#detailed)
    -- if models picked up by ray, then activate checkForCollion
    -- handler and send the collisionList as a parameter
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray to right
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    pCharacter.transform.yAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray forward
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    pCharacter.transform.xAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    -- cast ray backward
    collisionList =
    p3Dmember.modelsUnderRay(pCharacter.worldPosition, \
    -pCharacter.transform.xAxis,#detailed)
    -- if models picked up by ray, then check for collision
    if (collisionList.count) then
    me.checkForCollision(collisionList[1])
    end
    on checkForCollision me, collisData
    -- grab the #distance value from the CollisionList
    dist = collisData.distance
    -- check if distance is less than width of bounding box
    if (dist < pCharBoundingBox.resource.width ) then
    -- get distance of penetration
    diff = pCharBoundingBox.resource.width - dist
    -- calculate vector perpendicular to the wall's surface to
    move the character
    -- using the #isectNormal property
    tVector = collisData.isectNormal * diff
    -- move the character in order to resolve the collision
    pCharacter.translate(tVector,#world)
    end if
    end
    on keyDown
    -- check to see which key has been pressed
    -- and set the property relating to that key to TRUE
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    arrow key
    if keypressed(125) then pDownArrow = TRUE -- 125 = down
    arrow key
    if keypressed(126) then pUpArrow = TRUE -- 125 = up arrow
    key
    -- if 'r' key pressed, return character to starting position
    if keypressed("r") then resetCharacter
    -- if 'c' key is pressed, then switch camera
    if keypressed("c") then changeCamera
    end
    on keyUp
    -- when the arrow keys are released, set the properties to
    FALSE
    pLeftArrow = FALSE
    pRightArrow = FALSE
    pUpArrow = FALSE
    pDownArrow = FALSE
    end
    on exitFrame
    characterMove
    end
    on characterMove
    -- if the right arrow is pressed,
    -- rotate the character 5 degrees about the z-axis
    if pRightArrow then pCharacter.rotate(0,0,-5)
    --if the right arrow is pressed,
    -- rotate character -5 degrees about the z-axis
    if pLeftArrow then pCharacter.rotate(0,0,5)
    -- if the up arrow is pressed,
    -- move the character 5 pixels along the y-axis
    if pUpArrow then pCharacter.translate(0,5,0)
    -- if the down arrow is pressed,
    -- move the character -5 pixels along the y-axis
    if pDownArrow then pCharacter.translate(0,-5,0)
    -- move along terrain
    -- create reference for terrain (ground)
    terrain = p3Dmember.model("Terrain")
    -- store character's position
    charPos = pCharacter.worldPosition
    charPos.y = charPos.y - 20
    -- cast a ray down
    collisData =
    p3Dmember.modelsUnderRay(charPos,vector(0,0,-1),#detailed)
    -- if model is picked up on ray.
    if collisData.count then
    -- store total no of models detected by the ray
    totalCount = collisData.count
    repeat with modelNo = 1 to totalCount
    -- check if over the terrain model
    if (collisData[modelNo].model = terrain) then
    terrainPos = collisData[modelNo].isectPosition
    -- find out the distance the character should move up or
    down
    diff = (terrainPos.z - pCharacter.worldPosition.z)+45
    -- move the character
    pCharacter.translate(0,0,diff,#world)
    end if
    end repeat
    end if
    end

    ok,
    I have been trying to work this out for ahwile and I got
    pretty close on getting this correct but there are still some
    glitches. So far I did a little research in the help files to see
    what the dot product does and this is how I got my calculations
    going so far
    --the code
    on beginSprite me
    I created 2 spheres and a box. Next, I then positioned them
    so that the first sphere is alligned with the front end of the box
    and then I aligned the second sphere to back of the box. I will not
    show you the code of beginSprite because all this does is for
    creating the models and there are no calculations going inside this
    handler. In addition, with these 3 models, my purpose is to say
    lets prtend that the box is the chasis of the car and the sphere
    that is placed at the frent end of the chassis are to represemt the
    2 front wheels and the othere sphere is to represent the 2 back
    wheels of the car. Also, I initlalised a timer to the following
    below
    pTimer = (the milliseconds)
    end beginSprite
    ... note The timere is just for purposes of simulating a
    pretend upward movement for the wheels. See below which should
    explain it better then I can say it in words.
    --the code below is the calculations. The translations is for
    saying that I am pretending that the wheels are inclining up a
    hill. However, the wheels in the true game will be getting
    calculated by finding the distance of collion by using the
    modelsUnderRay function just like you normally would. By the way,
    all models and the camera are set to y is the up vector
    on exitFrame
    if ((the milliseconds) - pTimer) > 1000 then -- increment
    the calculations every one second
    pBall1.translate(0, 0.125, 0) -- This is for saying that
    this is the calculations that I am calculating the front wheels
    need to move up when they incline up the hill.
    pBall2.translate(0, -0.125, 0) -- Just like the front wheel
    pretend calulations but for the back wheels, and use a negative
    translate.
    pos1 = pBall1.transform.position -- get the calculated
    position for the front wheels
    pos2 = pBall2.transform.position -- get the calculated
    position for the back wheels
    norm1 = pos1.getnormalized() -- not sure I understand this,
    but in the help files, it says that when you calculate the dot
    product of 2 vectors that have been normalized, you then get their
    cosine
    norm2 = pos2.getNormalized() -- normalize the back wheels
    position
    dotProduct = norm1.dot(norm2) -- calculate the dot product
    of the 2 vectors
    pBox.rotate(dotAngle, 0, 0) -- I took a guess and thought
    that using the dotProduct will allow me to correctly rotate the
    chassis but the chassis is quite not rotating correctlly
    pTimer = (the milliseconds) -- update the timer so that we
    can recyle the above code again
    end if
    end exitFrame
    ... Ok, now like I said previously, the chassis is rotating
    almost correctlly, but if you continue to do this, and by after the
    third cycle, the front end wheels start to collide with the
    chassis. So in other words, the rotations look correct untill
    exitFrame is called for the third time and after which then the
    front wheels start to collide with the chassis.
    So I am wondering if anyone could help me out to fix this and
    explain what I am doing wrong?

  • [as1, as2] Complex Collision Detection, part 2

    Hello.
    I´d like to know, if there´s another way, not being the gskinner´s class, to
    do a complex collision detection, one that can check for collision between,
    two irregular shapes, without using too much of the processor.
    Thank you.

    You mean the bitmap data hittest method took too much processor power?
    Without knowing all your details it is hard to tailor an exact system and how it should work. So here is somewhat of how I would do it.
    I am assuming that you are trying to check if many things are hitting many other things and that the shapes, while irregular, are not wildly divergent from their bounding box. (In otherwords that they are neat shapes that are at least close to their bounding box, perhaps filling some 70% or so.) And I'm also assuming that they are not complex paths, e.g., not a doughnut/torus.
    Be sure to use a double loop that only tests the correct number of pairs. So if there are n items you will need n*(n-1)/2 trials. NOT n*(n-1). Very important here. Of course even this approach is a bit inefficient, and you could try the RDC algorithm (http://lab.polygonal.de/articles/recursive-dimensional-clustering/) But for smallish numbers of items the first approach is probably suitable.
    Use the basic bounding box hittest on all the pairs. For the pairs where there is a hit at that level put them in an array for further processing. This test is fairly quick and there is no point using a more expensive test on each pair. (As to the above RDC, I haven't read the whole thing closely for awhile, so this step might already be part of that algorithm)
    Take that array and use one of the other methods like the bitmap hittest or some version of the same algorithm of gskinners.
    Did you do all three of these things together or just #3? I don't know exactly how much speed you need, but some combination of these things should work fairly well.
    I'm still not really clear on why you don't want to use gskinner's class. Have you tried it and does it provide enough speed? Did you try kglad's method? Did it provide enough speed? I don't think either of those people would mind you trying out their algorithms to learn from -- just to see what is possible. (Sorry if I'm misrepresenting you there kglad! I plan to go back and find that bit of code just to see what clever tricks you are up to. )
    If you can't get enough speed with those algorithms, then how are you sure that is where the problem lies? Maybe there is something else that is sucking cycles? Just a thought.
    The other choice is to simplify some of your shapes to circles or other regular shapes.

  • Intermittent "Camera not Detected" with D90 and Windows 7

    I just installed and set up LIghtroom 4 on a Windows7 PC. We are having intermittent problems shooting tethered with a Nikon D90. We have successfully been able to tether the D90 to and capture images in Lightroom. But now we are frequently receiving the "Camera not Detected" indicator in the tethered capture window.
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  • Complex collision detection: sides of a cube

    I was wondering if it is possible with AS3 to use complex collision detection, for detecting which side of a cube is hit by an object.
    I know i can also split up the cubes sides and write different hittests for them, but that seems like writing unnecessary code...

    Either use Photoshop’s 3D features or use three instances of a Smart Object that you manually transform accordingly.

  • Creative camera not detected error...

    Ok, I have a creative webcam pro. Not ex, just the Pro.
    I got it like last year and it was working fine. But up until two months ago my computer crashed and I had to reformat and all that good stuff...
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  • URGENT: Collision Detection In Tiled Map

    HELP!!!!! I am creating a tile map of size 32*32. And the character image size is also 32*32. Now i am stuck in making collision with the walls. I have tried my own method but to no avail. Has anyone tried to doing collision detection? Need a simple logic method to detect the collision...
    (Using keyevent to control the character moving around)
    Pls I really appreciate your help!!!!!!!
    Thanks.....

    I assume you have some way of knowing that you need to display a wall tile on the map, so before you move a particular direction check to see if the square you will move to is an acceptable move (no wall, door, mountain, water etc). If it is unacceptable play a little sound or display a message, otherwise do the move.

  • 2D Pixel Collision detection on XML tiled map

    Hello,
    I'm designing a game where the player can move through a city composed of 2D image tiles. Right now we have successfully got the pixel collision detection to work on a large single image consisting of an invisible mask image and a visible image that shows a cluster of buildings and objects. The mask overlays the visible buildings and blocks / allows movement based on the color of the mask. Black is a collision, white is open space, etc.
    But this technique won't work for the game, since there will be many cities and vastly larger than this little testbed. I cannot create multiple huge cities into one file - the file would be several megs large, and I'm looking at dozens of cities.
    My idea is to create tiled maps, which will save the coordinates for the various building/object tiles in an XML file. However, I do not know how to make the collision detection work with such a tiled map. Moreover, I don't know if constructing a mosaic city using XML coordinates is the best way to go - I'm open for suggestions. My goal is to simply be able to assemble a city from individual tiles of buildings and masks, and drive/walk my character through the city with pixel collision detection, without using the current setup of a single image and a single mask.
    Any advice/suggestions offered will be GREATLY appreciated! This is our first Java project, but hopefully we can make this work.
    Thank you so much!
    Message was edited by:
    Gateway2007 - clarifying that this is a collision detection based on pixels, not planes or other method.

    Sound like this might be too late of a suggestion, but have you looked at Slick at all?
    http://slick.cokeandcode.com/static.php?page=features
    It might help with the tiling and collision aspects.

  • Please i need help in Collision  detection

    i want to make collision detection system
    but i have no good papers or examples about collision to can make simple collision if anyone can give me good link please

    http://www.flipcode.com/articles/article_basiccollisions.shtml
    regards

  • KeyPressed / collision detection

    I have a tile based platformer I am making and am having some trouble with the collision detection. I have it so that the game detects a collision before it actually occurs so that it wont happen in the game. However, it only appears to works right if i tap the arrow key into the wall, and if i hold the arrow key down i fly right through the tile until i let go (if i let go inside a block the hero gets stuck because it detects a collision anywhere i try to move after that). At this time i had the new coordinate to detect collision based on which direction i was moving gotten from keyPressed. Since this didnt work (assumed it was because the game loop and keyPressed dont take turns performing their actions) I made the new coordinate collision be detected from a method called in the main game loop and the result was that if I held down the key and flew into a wall, it doesnt stop exactly at the right spot (but I cant go through an entire row of tiles) but when I go the opposite direction from the collision (open space should work fine) it works fine until a point where in mid air it acts like a collision occured.
    I have tried very hard to find the error in my code concerning the collision detection and need to make sure these problems arent a result of limitations of keyPressed or something, but rather just the code i've written

    ok well I now have it set up so that before the hero moves it checks to see if the move is valid from each pixel starting at the hero to the length the hero moves in 1 directional press (using a rectangle that is the size of the hero, then has width 1 pixel larger etc until reaches the length of a move). The collision detection method returns true if there is a collision at any point, false otherwise. I tried to put the method in both the keyPressed method (for each case of a directional key pressed) as well as in the main game loop (not both at the same time) and neither worked perfectly and both worked about the same. Now the problem is that as long as the hero approaches the tile from a far away distance it works perfectly (a tile is 40 pixels in width and hero is 30), it appears that if the hero approaches from around 40 pixels out it will work but anything less and it will go through the tile as far from the 40 pixel mark it started (ie if hero starts at 37 pixels from tile and moves, it will go through the tile 3 pixels) then it can only travel back to the position it started even if there is no collision detected. Again, it appears that the hero must be about 40 pixels out (not sure if this is coincidence or it is exactly the length of the tile for a reason). Really can't figure this out, dont think there is a problem with the code i have written but probably i'm approaching the solution wrong

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    Hi,
    I would try a Safe Boot first.  (This will take longer than a normal Boot and you will need to Restart afterwards).
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    This may point to  Google Video Chat Plug-in and Flash Conflict.  It would be rare to allow another app to access the camera even if not displayiong a Pic. 
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    Any additional downloaded  apps that can use the camera ?
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    8:20 PM      Sunday; October 9, 2011
    Please, if posting Logs, do not post any Log info after the line "Binary Images for iChat"
     G4/1GhzDual MDD (Leopard 10.5.8)
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