At 13:53 31/08/99 +1200, you wrote:
>For a given shape in a universe, I need to check if it collides with all
other
>shapes in the universe, and construct a vector of all collided objects.
>
>The WakeupOnCollision behaviours don't work for me because the shapes
>in my universe are generally in collision with more that one object. ( I
could
>only get these behaviours to return one collision object --- have I missed
>something? ).
>I am currently handling collisions by creating pick-segments for the edges of
>a object and using Shape.intersect() for all other objects. This works
>except it is VERY VERY slow (for obvious reasons ). I have combined this
>with bounds testing, voxel testing etc ... to speed it up slightly, but
it's still
>toooo slow.
>I dont need real time collision detection, but any ideas on how to make the
>collision testing of two shapes faster, would be greatly appreciated.
>Thanks in advance
>Young.
>
Have you tried putting collision detectors on each object Young? No
promises, and there is the problem of dealing with each object twice, but
it _could_ work.
For faster collision detection, don't use the collision detection system in
Java3D! Use one of the ones written for fast, accurate detection such as
vClip. One problem, only a C++ version is available, so you'de have to
write a Java version (which is why I dropped the idea).
Tony
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