Hi Kevin,

   This is due to bug 4475966.

If Group is use as an arming Node, BOUNDS is always used.

In the case of USE_GEOMETRY, we should search the scene graph
recursively to found Shape3D/Morph under the arming Group node
and check the intersection with them.

To workaround the bug, do not use Group as an
arming node, use Shape3D/Morph under the Group instead.

Note that utility shape Sphere/Cylinder extends Group
instead of Shape3D.

Thanks.

- Kelvin
--------------
Java 3D Team
Sun Microsystems Inc.


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>Date: Fri, 28 Sep 2001 17:29:43 -0700
>From: Kevin Williams <[EMAIL PROTECTED]>
>Subject: [JAVA3D] Collisions
>To: [EMAIL PROTECTED]
>
>I'm trying to do a simple collision system for an asteroids clone.  (A simple project 
>to help me
learn J3D).
>
>I haven't yet find a way to figure out what collided with what.  I set a 
>WakeupOnCollisionEnter on
the asteroids, but once the
>processStimulus is run, how do I know what it collided with?  Get TriggerPath only 
>seems to return
a basic shape3D (seems to be a
>BoundingBox).
>
>Also, I'm using the USE_GEOMETRY speed key on my collision behavior but it still 
>seems to be using
a bounding area, not the geometry
>itself (either that or my eyes are really bad! :) ).
>
>The code is currently a mess because I've just hacked this together as I'm learning.  
>If someone
could take a look at it and see why
>it doesn't work?
>
>I'll also include the jar so you can run it with "java -jar asz.jar" to see what I 
>have so far.
>
>This is just a fun project but I'm running out of fun and getting more frustrated... 
>any help
would be greatly appreciated.
>
>Thanks,
>Kevin

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