Away3D Forum 0 Copyright (c) 2017 ExpressionEngine tag:away3d.com,2017:04:30 Does anyone have an old source of away-physics bullet? tag:away3d.com,2017:forum/viewthread/.6220 2017-04-30T20:17:01Z 0 cyberix3d Hello everyone,
Does anyone have an old source of away-physics bullet? (cpp source for alchemey)
We need the bullet source that matches away-physics 0.96.
If you have an old backup of these files it would be very helpful.
Regards,
Cyberix3D team

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Could not find definition awayphisics. tag:away3d.com,2016:forum/viewthread/.6171 2016-09-25T17:07:06Z 2016-09-25T17:07:41Z Leushin-S.G. Above flesh profesional CS6,
Library swc connected in a standard way,but when you compile the project I get an error can not be found class awayphisisc…Tried different versions of libraries from different sources.???

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How to build AwayPhysics for AS3? tag:away3d.com,2016:forum/viewthread/.6132 2016-07-25T22:07:15Z 0 solano Hi, I’m having problems to build from scratch. There isn’t any make file included and compiling the AwayPhysics.c directly doesn’t work either. Has somebody any idea how to compile the framework to a swc file?

The sources I’m using are from:
https://github.com/away3d/awayphysics-core-fp11

Thanks

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awayphysics on typeScript? tag:away3d.com,2014:forum/viewthread/.5258 2014-01-24T00:24:37Z 0 buut have any alternative physics engine on typescipt? sorry my english

thanks again

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Support is still working? tag:away3d.com,2015:forum/viewthread/.5889 2015-06-26T05:06:01Z 0 BlackVioloniste Anybody home?

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How to make a spring with 6DOF? tag:away3d.com,2015:forum/viewthread/.5884 2015-06-21T07:54:12Z 0 BlackVioloniste Hello.
I make the car wheel using AWPGeneric6DofConstraint.
Everything works except suspension. The wheel is fixed very hard.
Class AWPVehicleTuning have properties of suspension. How to set analogous properties for AWPGeneric6DofConstraint?

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Collision Detection - Find which side of a cube is face up tag:away3d.com,2015:forum/viewthread/.5876 2015-05-22T14:22:18Z 2015-05-22T14:37:39Z madmicra Ok, so having scoured the web and here. I’ve not found much of use and don’t expect to get much in the way of response here, certainly of any use anyways, no offence.

So I’m using Away 3D 4.1.6 and Away Physics to create a dice roll off a back wall of a large box/basin shape. I’ve been able to create a lovely natural looking roll. What I’m struggling with is finding which face is face up after it has stopped rolling.

I’ve seen the jiglib tutorial here
which has a supposed solution in it’s comments but this is no help since jiglib has not been updated to work with Away 3D 4.1.6 only the original Away 3D 4 before the way the primitives creation was changed and I need it use the most recent version.

I’ve also seen this function below on many a page here but it’s not accurate as you can have more than one vector at above 0.5 at times, meaning it gives which ever one was called first and not necessarily the right one. I did try to modify it to make it more accurate but still ended up with something inaccurate.

if (Math.abs (diceRb.up.y) >0.5)
   
{
    
if (diceRb.up.0)
    
{
     rollResult 
1;
    
}
    
else
    
{
     rollResult 
6;
    
}
   }
   
if (Math.abs (diceRb.front.y) >0.5)
   
{
    
if (diceRb.front.0)
    
{
     rollResult 
3;
    
}
    
else
    
{
     rollResult 
4;
    
}
   }
   
if (Math.abs (diceRb.right.y) >0.5)
   
{
    
if (diceRb.right.0)
    
{
     rollResult 
5;
    
}
    
else
    
{
     rollResult 
2;
    
}
   } 

I’ve also tried to use rays on each side of my cube and try to detect whether they are intersecting with the floor object once it has stopped but I get the result that they all are so I must be doing something incorrectly when checking intersection.

Surely someone has figured this out? But it seems to be a common question and no obvious solution shown. Accuracy is of high importance here. Does anyone have any ideas about this in the current version of Away 3D and Away Physics. Anything I have found has related to older versions. Also given that there is no documentation for the physics part this is getting kinda difficult.

I feel there should be a simple enough solution and I should be able to use the up/right/front vector to get the correct face but I’ve found no method that is 100% accurate. If anyone can point me in a better direction please say. I’ve studied the tutorials but none have them really have enough information in them that match what I wish to do.

 

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Kinematic objects? tag:away3d.com,2012:forum/viewthread/.2604 2012-06-08T15:40:47Z 0 kurzemnieks Hello.
I am trying to create kinematic object behavior - like elevator or other objects, that are animated by code (do not react to anything) and push other rigid bodies around.
I am using rigid body with 0 mass and modifying it’s position directly - but I am getting lot’s of errors - some objects are pushed, but most start to jiggle and penetrate my kinetic object and other objects.

What would be the best way to create kinematic objects and how to get rid of all the jiggling and penetration errors?
I think this is a must have feature.


I also noticed that with CF_KINEMATIC_OBJECT object can’t be positioned - it just sits at 0,0,0.

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Multiple dynamics worlds tag:away3d.com,2015:forum/viewthread/.5850 2015-05-04T06:08:36Z 0 greenLED Hi. Is it possible to have multiple dynamics worlds in awayphysics?

I am working on a multiplayer game server that has to support players in different game levels at the same time. I want to isolate physics of each level from the others. All I need from AWP is collision detection.

I see there is a Singleton holding the AWPDynamicsWorld, perhaps it looks like there can be only one. Maybe instantiating many AWPCollisionWorld could work? Any idea on the subject? Thanks in advance

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Only collision detection? tag:away3d.com,2015:forum/viewthread/.5841 2015-04-16T16:32:38Z 0 zkr13 It is possible to disable the “physic emulation” of an object but still detect the collision with the kinematic object (user)? an only collision detection mode?
-if i set the scene object as kinematic (as the user) i can’t set the position and detections are not detected.
As far as i know it should be some properties in AWPCollisionObject and AWPCollisionFlagas but i can’t disable the “physic response” and only get the collision detection to manage it manually.

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