>X-Unix-From: [EMAIL PROTECTED] Tue Feb 19 10:10:37 2002 >Date: Tue, 19 Feb 2002 13:07:56 -0500 >From: Mojtaba Hosseini <[EMAIL PROTECTED]> >Subject: Re: [JAVA3D] Collision management >To: [EMAIL PROTECTED] >MIME-version: 1.0 >Content-transfer-encoding: 7bit >X-Accept-Language: en >Delivered-to: [EMAIL PROTECTED] > >I concur! We've played a bit with collision management and have run into >the same problem: that if objects A and B are in collision or close >proximity, they cannot detect object C colliding with them. We were not >able to solve this problem in a nice way (We took a rather dirty >approach and separated object A from B but this is unsatisfactory since >object A is a finger of an avatar in our case and having it detached >from the body produces and eerie result). Any help from anyone about >this would also help us out.
That's right, if a wakeupOnCollision behavior attach to A and it detect in collision with B, then the same wakeup behavior will NOT detect collision with others until A and B are not in collision state. The reason why they can't detect collision even though they are not collide but in close proximity may be you are not using USE_GEOMETRY as speed hint but rather the default USE_BOUNDS. Also there are some bug fixes in v1.3 beta1 Fix bug 4475966 - Collision USE_GEOMETRY ignore if arming node is Group bug 4514528 - OrientedShape3D collision USE_GEOMETRY did not consider local oriented transform Thanks. - Kelvin -------------- Java 3D Team Sun Microsystems Inc. =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".