At 13:02 30/08/99 +0400, you wrote:
>Hi, guys,
>
>The question is how i can get Arming Bounds of collided object? I know
>what function i should use, but the problem is that it _ALWAYS_ returns
>null, while ArmingPath, TriggeringPath/Bounds return correct objects. It
>is said in documentation that "the Bounds object generated when arming
>this criterion---null implies that a SceneGraphPath armed this
>criteria". Well, this is quite correct in my case, but then i can't see
>a way how to get Arming Bounds. I need them badly to calculate current
>distance between 2 collided objects. Or just give me a hint how to
>calculate this distance: possibly there is another way i'm not aware of.
>
>Thanks a ton in advance.
>vladimir
>
What ARE you doing Vladimir? Sounds remarkably like some of the problems
I'm having.
What I have done is to subclass Shape3D to include a reportPosition method,
then use this with the collision detector, passing (this) to the collision
detector as a parameter. I can then quiz the parent. I've had ne end of
difficulties with the bounds calls from sceneGraphPath. It always seems to
want to return a box, even if you set the bounds to be a sphere. Doesn't
happen with getCollisionBounds though.
Unfortunately, even if you did get the bounds, all you get is local
coordinates, so both objects are centred at 0,0,0! I think you need to do
a localToVWorld transformation as well.
I'm working on this at the moment and should have some sort of answer
within about a week I would guess.
Tony
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