They start their downward vector at 10,000.  Try setting the start of your
ray to the eye position and go downward.  If you do this then you will not
be able to jump onto something higher than eye level.  Obviously to do this
perfectly requires that your algorithm be designed to work within the
constraints of your scenes and applications.  Another way to do this is to
cast a ray upward to find the ceiling, then cast down from there, but then
you cannot go under a table or other ovrehangs.  The eye level tricks seems
to work for me.

Dave Yazel
Cosm Development Team
http://www.cosm-game.com


-----Original Message-----
From: Nikolai V. Chr. [mailto:[EMAIL PROTECTED]]
Sent: Tuesday, April 03, 2001 6:00 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] Using J3DFly's collision detection


I got J3DFly's collision detection to work using VPDriveCollision.

But, if my initial starting place is inside a building, the viewplatform
will jump onto the roof when I first start to move it. I would like it
to stay in the room where I placed it. I would later want to walk upon
the roof and therefore I cannot disable picking reporting for the roof
since I would then fall through.

Does anybody know how to perform this using the J3DFly API?

Thanks
Nikolai

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