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  Transformations  (Read 2048 times)
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Offline Breakfast

Senior Devvie

for great justice!

« Posted 2002-10-21 19:55:34 »

I have my method that is called like this:
 ... initialize rotationinterpolator ... 
 ... blah blah blah ....
 FTrans= new TransformGroup();
 boxer=new TransformGroup[2];
        boxer[0]=new TransformGroup();
        boxer[1]=new TransformGroup();
   .... initialize tgs as usual ...

FBehaviour ourFB=new FBehaviour( FTrans, RotTrans, oxer);

So the FBehaviour begins like this:
public FBehaviour(TransformGroup newTG, TransformGroup camTG, TransformGroup[] flurry)
        ourTG=newTG;     // first TG
        worldTG=camTG;  // second TG
        fSet=flurry;           // the objects to be transformed.
        WakeupCriterion criterionArray[] = new WakeupCriterion[3];
        criterionArray[0] = new WakeupOnElapsedFrames( 20);
        criterionArray[1] = new WakeupOnTransformChange(ourTG);
        criterionArray[2] = new WakeupOnTransformChange(camTG);
        goat=new WakeupOr(criterionArray);    

And when it is running, nothing happens. The only wakeup criterion that does anything is the WakeupOnElapsedFrames one- the other two are just sat there.

My guess is that it is because I have copied the TransformGroups and I have local non-live versions of them. How can I trigger my behaviour off the live version, or keep tabs on it's transform3D?
Offline Jeff

JGO Coder

Got any cats?

« Reply #1 - Posted 2002-10-24 03:16:47 »

One of the most common reasons for Behaviors not firing is that they
are outside of your activation sphere.

Behaviors are clipped just like everything else on the tree.

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Offline Orangy Tang

JGO Kernel

Medals: 57
Projects: 11

Monkey for a head

« Reply #2 - Posted 2002-10-24 05:48:15 »

J3d really could do with a debug mode where behaviour's bounds and properties are shown visually, there seems to be too much to go wrong without any real clues as to whats up.

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Offline Breakfast

Senior Devvie

for great justice!

« Reply #3 - Posted 2002-10-24 07:57:47 »

One of the most common reasons for Behaviors not firing is that they
are outside of your activation sphere.

I will check this out but as it is a simple program I am using one set ouf bounds for the whole thing and they are set to something really big. This is currently a "helloTransformWorld" type program.

Also, if the Transformgroups I am handing to the behaviour are active would that not mean that the behaviour was triggered by them whereever they were? Of course, it could be that I'm just not getting this at all- it has been known...
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