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. > > > ===================================================================== To subscribe/unsubscribe, send mail to [EMAIL PROTECTED] Java 3D Home Page: http://java.sun.com/products/java-media/3D/
