Hi Siau,

>
>I was actually using a VRML loader to load my mesh.
>Can I actually pass in TransformGroup to WakeupOnCollisionEntry( tg)?

See,
 /**
     * Constructs a new WakeupOnCollisionEntry criterion.
     * @param armingNode the Group, Shape, or Morph node used to
     * <em>arm</em> collision detection
     * @exception IllegalArgumentException if object is under a
     * SharedGroup node or object is other than a Group, Shape3D,
     * Morph or BoundingLeaf node.
     */
    public WakeupOnCollisionEntry(Node armingNode)

TransformGroup extends  Group
so it should work.


>Do I have to enable any capabilities bits?
>(e.g: ENABLE_COLLISION_REPORTING ,ALLOW_COLLIDABLE_READ....)
>Thanks
>

see Node

 /**
     * Specifies that this Node will be reported in the collision
     * SceneGraphPath if a collision occurs.  This capability is only
     * specifiable for Group nodes; it is ignored for leaf nodes.
     * The default for Group nodes is false.  All interior nodes not
     * needed for uniqueness in a SceneGraphPath that don't have
     * ENABLE_COLLISION_REPORTING set to true will not be reported
     * in the SceneGraphPath.
     * @see SceneGraphPath
     */
    public static final int ENABLE_COLLISION_REPORTING

      /**
     * Specifies that this Node allows reading its collidability state.
     */
    public static final int  ALLOW_COLLIDABLE_READ


   /**
     * Returns the collidable value; this value determines whether this node
     * and it's children, if a group node, can be considered for collision
     * purposes; if it is set to false, then neither this node nor any
     * children nodes will be traversed for collision purposes; the default
     * value is true.   The collidable setting is the way that an
     * application can perform collision culling.
     *  @return the present collidable value for this node
     */
    public boolean getCollidable()

- Kelvin

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