All--

  I've noticed that there's a lot of trouble out there with collision
detection and the 3D API and have gone through several different
possibilities trying to figure this out.  I've had significant trouble
with this myself for anything but the simplest 3D shapes.  Initially, I
had a 3D object composed of Primitive subclasses (Cylinder, Cone, etc...)
and couldn't ever get collision detection working on those shapes (whether
as standalone shapes or composed together in some more complex object).

  After seeing that the CollisionDetector class floating around (and
in the API demos) takes Shape3D objects, I tried that, and you can collide
a single Shape3D object with another single Shape3D object with no
problem.  The trouble comes, however, when trying to rebuild that complex
model out of Shape3D subclasses I wrote (which implement the cone,
cylinder, and box as children of the Shape3D class).  As soon as I add
more than one Shape3D object to the same TransformGroup, the collision
detection stops working for either node.  This happens regardless of the
bounds of the object, setBoundsAutoCompute(true), handcoded bounds, or no
bounds at all.  I would have included code, but the only difference
between the working and broken versions is the addition of another Shape3D
child to a TransformGroup.

  Maybe I'm missing something significant.

  Has ANYONE been able to get collision detection working on objects that
are composed of mulitple Shape3D objects (not those that have the full
coordinates specified in TriangleFanArrays but are actually compositions 
of several objects)?  Or, has anyone been able to collison detect on
similar compositions of Primitive subclasses?

  Does anyone have an idea when the collision detection issues will be
worked out in the API?

  Thanks in advance for any help/info.

Edward O'Neil



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