Alex,

I too had this problem of objects bouncing off a "cushion of air" between
the objects instead of the objects themselves.  I solved this by setting the
USE_GEOMETRY constant of the WakeupOnCollisionEntry object instead of the
USE_BOUNDS.  My objects now bounce off each other not just air.

I hope this helps.

--Brent
FYI... my line of code:
wEnter = new WakeupOnCollisionEntry(shape,
WakeupOnCollisionEntry.USE_GEOMETRY);


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Alexander
> Barth
> Sent: Saturday, December 12, 1998 5:55 AM
> To: [EMAIL PROTECTED]
> Subject: [java3d] WakeupOnCollisionEntry too early
>
>
> Perhaps anybody could help me,
>
> I have programmed a simple example of a sphere which bounces off at a
> cylinder when it collides with it ("BounceOff").
>
> Now the collision comes too early, and the spere bounces off
> like there
> was an air cushion between the objects...
>
> Whether defining proper collisionBounds (but collisiondetection with
> Bounds is not yet implemented in JAVA3D) nor changing the
> parameters of
> schedulingBounds and/or schedulingBoundingLeaf helped.
>
> thanks in advance
>
> alex
>
> PS: After a while the sphere falls through the cylinder. I expect this
> to be an other problem, but perhaps there is a connection.
>
>
>

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