Make sure that:
1) u USE_GEOMETRY for collision detection (the flag of
WakeupOnCollisionEntry/Exit, etc classes)
2) u setBoundsAutoCompute(false) (the method of Node class) - possibly
not necessary, but can't recall whether it influences the collision or
not (despite all the things docs can say); hmm, rather not
3) u setCollidable(true) (the method of Node class)
4) u did setCollisionBounds(bounds) (the method of Group)
Functions 2, 3, 4 should be used on all the objects u want to catch the
collision with. Ahh, possibly that wasn't what u wanted. As to simply
Bounds, not the collision Bounds, then do try to use function 2. It
should help.
vladimir
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In your previous letter u wrote:
--------------------------------
DK> Hi,
DK> I am trying to figure out how the bounding object works. I have two objects in my
world. Neither object is anywhere close to each other but when I get the bounds of
each object and perform an
DK> intersection using the intersect method of a bounding object, it tells me that the
objects' bounds are intersecting each other. Can anyone tell me what is going on?
What coordinate system is
DK> the bounding object returned in? When I call the "getbounds" method for a
transformGroup or a Shape3D object does it give me a bounds based on where it is
currently at in the world?
DK> I appreciate any help anyone can give me,
DK> Dean
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