John,
The answer is you can't.
What I believe most of us are doing in order to have accurate collision
detection is to use picking to detect collisions. For instance in our
application the avatar sends out a pickray in the direction it is
walking *before* it moves to make sure it's a valid move.
- John Wright
Starfire Research
"John A. Tenney" wrote:
>
> I'm using Java3D 1.2 (have tried both OpenGL and DirectX), and am having the
> following problems with collision detection:
>
> * The time at which a collision is reported is inaccurate (the parts might
> be visually apart by a significant amount). What capabilities need to be
> enabled to get ACCURATE collision reporting? I'm setting
> WakeupOnCollisionEntry.USE_GEOMETRY to try to maximize accuracy, with no
> effect. The values of Shape3D.ALLOW_COLLISION_BOUNDS_READ,
> Shape3D.ALLOW_GEOMETRY_READ, and others, also seem to have no effect. You'd
> think that if I didn't set Shape3D.ALLOW_GEOMETRY_READ, it would give an
> error if I try to set WakeupOnCollisionEntry.USE_GEOMETRY, but no such error
> occurs. Any idea why not?
>
> * As soon as I enable collision detection for an object (say a box) which is
> sitting on another object (say a table), I get the obvious collision report
> that the box has collided with the table. However, I'm interested in other
> collisions the box might have. Is there any way of disabling such undesired
> "collisions", or should I simply check for and ignore them explicitly?
>
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