>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]
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>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.

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