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  losing initial value for Y axis value on setting X and Z  (Read 783 times)
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Offline jibbylala

Senior Newbie





« Posted 2010-12-22 17:57:06 »

hello all,

i have a beginner question :

i have a robot

which i m setting on (0,1.45,0)  and then i m moving it like this:
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public  boolean moveBy(double x, double z)
    /* Move the sprite by offsets x and z, but only if within the floor
     and there is no obstacle nearby. */

    {
        if (isActive()) {
            Point3d nextLoc = tryMove(new Vector3d(x, 0, z));
            if (obs.nearObstacle(nextLoc, radius*OBS_FACTOR))
                return false;
            else {
                doMove( new Vector3d(x, 0, z) );   // inefficient recalc
               return true;
            }
        }
        else    // not active
           return false;
    }  // end of moveBy()


Accessing TG for that robot,  return me always 0 at y axis (x,0,y)

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public TransformGroup getTG()
    {
        return objectTG;
 }


but i want the same value,  when i get that TG after applying movement on this robot as shown

like(x,1.45,y)

so what i can do before return TG or where that y value which i set as initial for y why it's returning y=0.

i want "y" the always same return which i set initially; irrespective of the x and z of TG.

thanks,
Jibbylala
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